Age of Orion
BF HB Races
Bright Future Setting
Bright Future Magic
Bright Future Equipment
Bright Future Backgrounds
Bright Future Classes
Bright Future Feats
Bright Future Races
While not limited to the Bright Future Setting, some racial bonuses and abilities may be useful only in the Bright Future Setting. There will be optional bonuses for the races so they can be used outside the Bright Future setting without any modification needed.
Singular: Yaeg. Plural: Yaegers. A species of Gnolls that has developed with a focus on the development of more advanced tools and techniques. Still considered rather uncivilized when raised in their own enclaves, those who have grown up in urban or even rural environments adapt to society quiet easily. While their linage traces back to demons, most don’t follow the ‘old ways’ any more, but finding Yaeg-Gnawl Warlocks and clerics is quiet common.
Ability Score Increase: +1 Constitution.
Dark Vision: Dark Vision 60ft.
Languages: Common and Gnoll
Speed: Base speed is 30ft.
Size: Medium, usually between 6-8 feet tall.
Skills: Gain proficiency in Survival.
Natural Weapons: Gain a bite melee attack, 1d6 piercing damage, at 11th level damage becomes 2d6.
Use to the flat Savannah, these Yaeg-Gnawl were once pack hunters, focusing on pulling the slowest or weakest away from a group to make the kill. They were once known as inescapable hunters, it was best to stand your ground and fight than try to run from them.
Ability Score Increase: +2 Wisdom.
Speed: Base speed is 35ft.
Swift: Yaeg-Gnawl can use their bonus action to Dash.
Hunters: After making a melee attack, the Yaeg-Gnawl can spend their bonus action to attempt a trip attack against the same target.
The thicker furred variety of Yaeg-Gnawl, they colder mountain climates and rocky terrain has left them with an uncanny sense for maintaining momentum. They share a lot more with Gnolls than their Savannah siblings.
Ability Score Increase: +2 Strength.
Thick Furs: Gain Resist Cold, and gain advantage on Constitution saves against environmental cold.
Sure Footed: Ignore Non-Magical Difficult Terrain.
Demonic Ancestry: Gain the ability to understand Abyssal.
Rampage: After reducing a target to 0 health with a melee attack, the Yaeg-Gnawl can spend their bonus action to move half their speed and make a melee attack.
Created by the God Cernos in 967, the Orochi are snakes with humanoid bodies from the waste up. However they’re scaled, tongues are forked, and their heads look far more snake like than humanoid. Orochi are renown for their way with the other races, some claim they have hypnotic capabilities, most fear their snake-like features. They were first found near Chakai, and as a result have grown as a species culturally Chakain.
Ability Score Increase: +2 Charisma.
Infravision: Infravision, see inferred (heat), sight blocked by glass, walls, and some magic.
Languages: Common and Chakain
Speed: Base speed is 30ft.
Size: Medium, usually between 5-7 feet tall coiled, when stretched out they can be between 9 to 12 feet long.
Skills: Gain proficiency in Deception and Persuasion.
Non-Bipedal: Called Shot (Legs) now reduces speed by 10 for a round instead of dropping Orochi prone.
Natural Weapons: Gain a bite melee attack, 1d4 piercing damage, at 11th level damage becomes 2d4.
Cold Blooded: Advantage against warm environments, Disadvantage against cold environments. Failing a cold environment save results in growing disadvantages. Reset the failures and status after a short rest where the Orochi is warmed up.
1st failure: Slowed, Speed -10.
2nd failure: Lethargic, choose a single action to perform.
3rd failure: Unconscious, until warmed up.
Cobra Orochi are usually hooded, and share a muted scale colors, including red, yellow, and black.
Ability Score Increase: +1 Constitution.
Cobra Orochi Poison: Once per short rest, a Cobra Orochi may inject a target with their venom when they hit them with a bite attack.
Constitution DC: 10 + Proficiency Bonus + Constitution Bonus.
Success: Poisoned Status for 1 minute.
Failure: Poisoned Status, take 1d4 Constitution damage.
Time Frame: Every minute, remake the constitution check.
Resistance: Resist Poison.
Hypnotic eyes: Impose Disadvantage against Charm Spells cast by the Cobra Orochi.
Viper Orochi are occasionally hooded, but usually flat headed, and have a vibrant scale color bordering on neon colors, including pink, green, blue, and yellow.
Ability Score Increase: +1 Dexterity.
Speed: Water speed 30ft.
Aquatic Bite: The Viper Orochi can bite underwater without losing it’s breath.
Viper Orochi Poison: Once per short rest, a Viper Orochi may inject a target with their venom when they hit them with a bite attack.
Constitution DC: 8 + Proficiency Bonus + Constitution Bonus.
Success: Half of 1d6 poison damage.
Failure: Poisoned Status, 1d6 poison damage. (2d6 at 5th level, 3d6 at 11th level, 4d6 at 16th level)
Time Frame: Every turn, remake the constitution check.
Resistance: Resist Poison.
The Boa Orochi are not hooded or flat headed, but have a wider variety of colors and patterns of their scales. the Boa Orochi base color is usually a cream or gray color, the patterns range from circles to diamonds, and the color for those patterns tend to be red, green, or yellow.
Ability Score Increase: +1 Strength.
Speed: Base speed is 40ft.
Constrictor: Gain Proficiency in Athletics, if you train in Athletics gain Expertise in Athletics instead, add your proficiency bonus twice.
Coil: As a bonus action, Restrain an opponent grappled by your tail, dealing 1d8 bludgeoning damage (2d8 at 5th level, 3d8 at 11th level, 4d8 at 16th level).
Additional Regional Furs
Subterranean (neon glow): As a bonus action the Rahshaki can cause their fur to glow, producing 10ft of dim light and 5ft of bright light. Fur turns to a neon color when glowing.
Urban Lounge (Nocturnal Camouflage): As a bonus action the Rahshaki can hide in dim light or darkness with Advantage on Stealth, but still must break line of sight.
Dancing Fur (Hypnotic Pattern): As an action, the Rahshaki can start to cause their fur to swirl in a hypnotic pattern, one target with-in 5 feet of the Rahshaki must make a Charisma Save DC 8 + Proficiency + Charisma, or suffer the effects of Hypnotic pattern for as long as the Rahshaki spends their action creating the pattern, up to an hour. The target doesn’t remember the event, but is more likely to piece together something happened the longer the pattern was created. Recharges on a short rest.
Society believed the Primordial Rahshaki were a myth, until they showed up at the gates of Chakai eight hundred years after the start of the Skaajan Invaded the material plane. However the Primordial Rahshaki have a strong connection to their heritage and most don’t want to integrate with local populations. Their claws are short and retractable, but the old saber-teeth are not pronounced simply noticeably longer than the teeth around them, but never more than an inch longer.
Ability Score Increase: +2 Wisdom
Elemental Coat: Do not select a Regional Fur. You have Resistance to Force damage.
Primordial Heritage: As long as the Rahshaki doesn’t learn Common they gain access to the following spells. At 1st Level gain one Druid Cantrip. At 3rd level the Primordial can cast Charm Person At 2nd level, which recharges on a long rest. At 5th level the Primordial can cast Mirror Image at 2nd level, which recharges on a long rest. Wisdom is your spellcasting ability for these spells.
Tail Language: Since the Primordial Rahshaki refuse to integrate with society, they ignore this rule for their own kind, and have learned the Tail Language of the City dwelling Rahshaki. The Rahshaki Tail Language is a basic form of physical sign language.
Claws: 1d6 slashing, Once you hit third level you can make a claw attack as a bonus action. At 11th level, damage becomes 2d6.
As populations in urban centers rose, the number of Rahshaki in slums rose. While the City Rahshaki adopting it’s rules and expectations, Strays turned to their old survival instincts and adapted them to city life.
Ability Score Increase: 2 Total) and +1 Intelligence
Multilingual: Gain proficiency in Common.
Rough Upbringing: Gain proficiency in one of the following: Deception, Stealth, or Slight of Hand.
Urban Climbers: Gain a climb speed of 30ft.
Tail Language: Being urban dwellers, the Strays picked up the tail language from other Rahshaki in cities. It’s been heavily adopted by the Strays, using it for subterfuge or spycraft. The Rahshaki Tail Language is a basic form of physical sign language.
Retractable Claws: You have claws that deal 1d4 slashing, are Finesse, & Light. Once you hit 3rd level you can make a claw attack as a bonus action. At 11th level, damage becomes 2d4.
Augmentation technology was derived from the original Promethean. The original Promethean was a magical construct, given a spirit of it’s own, they were more warrior than person. The means to create the original has been lost to time, but during the twilight of the Skaajan invasion a new species of Promethean came into existence. Given a spark of creativity and desire for being original, the new Promethean species was created in hopes of advancing technology quickly. The new Promethean relies heavily on the Augmentation technology that was derived from their ancestors, their base chassis consists of a torso and head, hands, legs, and eyes are replaceable.
Ability Score Increase: Your Intelligence score increases by 1.
Speed: Base speed is 30ft.
Size: Medium, usually between 5-7 feet tall.
Creative: Gain proficiency in three Artisan tools, of the three, select one and double your proficiency in it.
Curious: Gain proficiency in a skill of your choice.
Construct: Gain Immunity to disease, do not need to eat or breath, although you may consume food and drink if you wish. You do not sleep, but enter a restoration period similar to an elven trance.
Non-Living Entity: You can’t be healed with restorative magic or potions, like wise medicine and surgery checks don’t heal you either. To heal, follow the surgery rules but use Mechanical Toolkit proficiency instead of Surgical Kit proficiency, and there’s no limit to the number of times a day you can be healed. You still heal from spending Hit Dice from resting.
Naturally Augmented: A Promethean starts with a basic mechanical arms and legs, as well as Magi-Tech Eyes. Only count Unnatural Augmentations against your maximum number of Augmentations.
While the Promethean are creations, they desire to be similar to their creators. Synthetics try to blend in with everyone else, shunning visibly mechanical parts when possible.
Ability Score Increase: Your Intelligence and Wisdom scores increases by 1.
Synthetic Dreams: You sleep in the normal sense, needing 8 hours of sleep, you lose consciousness and dream during that time.
Too Human: Your Torso and Head are Synthetically skinned made to look and feel like real fresh. The synthetic material is close enough to real flesh that you can regain health with restorative magic.
Skinned: Start with a single Synthetic arm or leg.
The drive for uniqueness has some Promethean making what others would consider drastic changes to their body, but as they are a created race they find nothing sacred in their form, and believe modification and change can be for the best.
Ability Score Increase: Your Charisma score increases by 2.
Unnatural Design: You start with an Unnatural Port at one of the following locations: Third Arm (Right, Left, Center), Tail, Wings, and a basic limb for that slot.
Following in their ancestors footsteps, these Promethean are created for security and combat, but updated for the modern age. With combat comes damaged limbs and the need for replacement, as such a soldier Promethean have augmentation ports installed for quick replacement of damaged or more effective limbs.
Ability Score Increase: Your Strength and Dexterity scores increase by 1.
Composite Plating: Your AC increases by 1.
Socketed: You start with two Augmentation Ports for either your arms or legs.