"Dungeons & Dragons 5th ed. Race: ILMAR ( variant humans)" By robblu (https://pastebin.com/u/robblu) URL: https://pastebin.com/JGzrE7Fe Created on: Thursday 4th of August 2016 09:11:52 PM CDT Retrieved on: Saturday 31 of October 2020 03:30:09 AM UTC Dungeons & Dragons 5th ed. Race: ILMAR (variant humans) Ability Score Increase. Dexterity and Constitution increases by 2. Primitive Survival. The Ilmar can survive one cycle (ten days) without water and 3 cycles without food, can walk across the most rugged terrain without footwear, and can survive comfortably (without clothing) in temperatures just above freezing. Unarmored Defense. Ilmar hate wearing clothing of any kind. In armor (even light) characters of this type have Disadvantage on all attack rolls and saving throws, and enemies have Advantage against them. While naked, they can commune with the Goddess, Alashiya, gaining a heightened sense of awareness. Unarmored, your Armor Class is equal to 10 +Dexterity modifier +Constitution modifier. This ability does not stack with other unarmored bonuses. Ilmar can use shields and still gain this benefit, as well as small magic items, such as rings, bracelets, and necklaces. Alignment. Ilmar tend toward chaotic and neutral alignments. Size. Ilmar are human sized, weighing between 100 to 180 lbs. and standing between 5' and 6' tall, tending toward more muscular and slender physiques. Speed. Base walking speed is 30 feet. Languages. The Ilmar speak common and their own unique dialect, but literacy is uncommon. Preferred Classes. Ilmarin characters are limited to the following classes: barbarians, fighters, monks, rangers and rogues. This is due, primarily, to the setting, in that magic is virtually unknown on Aenya. Monks and rangers draw their power from “spiritual” and “quantum” sources. In other settings, Ilmarin PC’s may choose a spell caster class, but lose connection to their deity, and consequently, any racial (non-human) abilities. Starting Equipment. None