Playthings of Mad Gods

My published species as GLOG pseudo-classes!

(those are pseudo-classes, meaning that you add one to a normal class and take both templates at level up. They also come with severe drawbacks.)

Dwarf:

Body of Stone: You are made out of volcanic stone, except for the lichen that forms your beard. It grants you several benefits, and also causes several issues:

Sedentary Lifestyle: your connection with the earth deepens, granting you advantage on non-combat checks if you didn't change your location during the last turn (moving a few meters is fine, changing the rooms or going down a corridor is not).

Rock-talker: Stone does not speak, but it remembers. When you spend a turn touching a stone surface, you may ask these questions to the GM:

Eternal Work: while most dwarves still need to rest, their legends speak of heroes who need not such distractions. You are one of these heroes. You may never gain exhaustion (if a class feature would fill a slot of your equipment with exhaustion instead take 1 damage, otherwise just ignore it).

Appraiser / Become initiated as an Appraiser by 5 other Appraisers / You become a respected member of the dwarven society - other dwarves will look to you for guidance and will ask you to mediate their disagreement. You will always be let into any dwarven settlement, and your words will always be at least considered in there.

Elf:

Just Better: You do not age, are free of human illnesses and have a +2 bonus to all of your statistics (may not get you over 18/20, depending on what's your GLOG's max value).

Bound by Other Rules: You do not exist, however. Such a perfect being is impossible in such an inpure world. Reality is trying to reassert itself over you, and is kept back only by magic. When this magic is met with anti-magic or cold iron, it breaks. For each round spent in the vicinity of anti-magic or touching cold iron, take D4 damage into all of your attributes as reality rejects you. If it would reduce you to 0 or below, you die. Also, choose three fairy-tale weaknesses - stuff like:

Older Family: Your Elders have always seen you. The High Elves watched your every move, in the Waking World and in the Dreamlands. They guided you - now they want to help you further. They offer you deals - do a thing in the waking world, and they will help you in dreams. They may create visions and illusions, cause people to feel emotions or lose them, and give you prophecies. They may teach you spells. In return they will ask for innocuous actions that will have long lasting consequences.

Glamorous: You always knew that you are better. Your words were always heard above the crowd. Now when you speak, they can not help but listen. Everyone who is not:

Has a +3 bonus to their reactions toward you. Furthermore, if you try to entice them they must save or be charmed, and if you try to scare them they must save or be terrified (once per person per turn, the effect lasts as long as they see you).

Approaching Perfection: Your metamorphosis is approaching, and your mind is already shifting. You are immune to all mind-affecting effects, and anyone who tries to read your mind is either charmed or frightened (your choice).

Abomination / Reject your metamorphosis, kept in this world by the poison of love. / You metamorphosise in this world instead. Roll up 10 mutations and choose 5 of them - they are how your body and mind changes (Keeping an insectoid theme). Furthermore, lose your weaknesses caused by Bound By Other Rules. You are visibly monstrous, and the High Elves want you dead - prepare to meet assassins and ambushes. This is the price of freedom.

Merfolk:

Child of Nu: You are born of the sea. You may move at 2 times the walking speed of a human while in water, but at only 2 m/round on the ground. You also ignore any penalties caused by being in water. You may hold your breath for up to 30 minutes (when swimming) or 2 hours (when idling). You may also keep watch or keep swimming when sleeping (waking up when anything unexpected happens). You may also use your hearing as a sonar when underwater (detect shapes and anything moving for up to 3 km, but you may be detected for up to 5 km)

Navigation: You never get lost while in a body of water, and may predict the weather above it for the upcoming 3 days.

Loud and Clear!: You learn how to use your natural sonar as a stunning weapon. You may target anyone underwater in the range of up to 50 m, or up to 10 m in air. The target must save or be stunned for (fail margin/2) rounds. Also, your voice now carries for up to 10 km underwater.

One With The Water: While in water, your awareness of your surroundings is complete. Your ability of weather predictions upgrades to 7 days, and you may use your sonar for up to 10 km.

Watery Grave:
Kill 10 significant creatures by drowning.
While in water you gain a +4 bonus on all attacks against creatures that are not adapted towards living in water.

Draconid:

Hearth in your Heart: You are a lizard. This means that you are cold-blooded - you need a source of warmth to keep your body temperature above 30 degrees Celsius, or you will become sluggish(your GM should give you penalties depending on the action and the level of your hypothermia - generally, it's -1 per 5 degrees below 30). If your temperature is put at 0 or below, you start hibernating - you can spend ~3 months like that before dying of dehydration, but hibernation risks (1-in-6) brain damage if it lasts over a day. You are immune to normal flames and temperatures - only those above 1000 degrees Celsius are of any danger to you. You are also immune to all volcanic gases and dusts (and other similiar, sulphur or dust based poisons). You also have a pair of wings - if they are not constrained by armour, treat your falls as if you fell from half of their actual height and your jumps are 2 times higher.

Flames on your fingertips: All draconids have a bit of inborn fire magic - most will almost never use it, as it is dangerous to play around with the core of your being. You have learned how to do it relatively safely, however. You may cool your body down by 10 degrees for each d6 of fire damage your touch will cause. You may also cool yourself down by 10 degrees to create a spark in a place you see. There are greater magics that draconids may achieve, but they require dedication (and thus are outside of the scope of this pseudo-class - I'll put a link in here once I make the Draconid Mage class)

Heat under your wings: You can not fly - your folk has given it away in return for intelligence. But you may soar. By creating spheres of heat under your wings (10 degrees per turn, better pack a torch) you may fly at your normal walking speed. Your manouverability is low like that - make sure to avoid any tight turns.

Cinders on your scales: Your scales become tempered and hard as steel, granting you a +2 bonus to AC. Furthermore, the colours they take up show that you are experienced to other draconids, granting you a +2 bonus to their reactions.

Touch of the Depths
Submerge a part of yourself in magma and survive.
Now that you have touched that from what you come, you can still feel the fire inside yourself. By drinking and eating flammable materials, you may burn them inside yourself to warm yourself or throw their warmth outside. Anyone who hears of your deed will be at least impressed.

#Class #GLOG #Pseudo-class