Hiya! I'm Clover, avid Dungeons & Dragons player, and game
mechanics nerd. Have you ever felt that D&D just isn't
fleshed out enough? Have you ever wanted to be a Half-Gnome?
What about an Autofairy? I have! I make incredibly unique (and,
quite frankly, gimmicky) characters that require modifications
or exceptions, or just entirely different mechanics. That's why
this extension exists; as glue between rules, to make things
stick.
New Mechanics
Clover's Stick of Glue introduces two new mechanics:
genericism and hybrid species.
Generic components are "modifiers" that require you to
choose another, non-generic version of the component that
your character will be based off. They often take most
traits from the base species.
Hybrid species allow you to play as 2 or more species at
once, at the cost of "worsening" the traits of those species
by however many species you're playing as.
The term "worsen" in this book will simply mean to divide
the traits by some number. For example, an Elf has 60 ft. of
darkvision, but an Elf/Goblin hybrid will only have 30 ft.,
since we divide it by 2. If we added another species to the
hybrid, then it would go down to 20 ft., since we divided by
3. Add another species, then it will be 15 ft., because we
divided by 4, and so on. Traits also compound; Elves, when
mixed with another species with darkvision, like Gnomes,
will add those traits together after worsening them. In the
case that a lower number in a trait would be
better for you, you should multiply instead.
Worsening things like dice rolls in a trait allows you to
choose whether the amount of dice (which results in a higher
potential) or the amount of faces (which results in a higher
average) is divided/multiplied. A roll of
2d8 can either be worsened to
1d8 (potential of 8, flat average) or
2d4
(potential of 8, average of 5).
Hybrid species should take an average of both size and
speed. Elves have a speed of 30 ft., and so do Goblins, so a
hybrid of those species will also have a speed of 30 ft.
Goliaths have a speed of 35 ft., so an Elf/Goliath hybrid
will have a speed equal to the averages of those speeds
rounded down. In this case, Elf/Goliaths will have a speed
of 32 ft.
Elves have a size of medium, being around 5–6 ft.
tall. Goblins have a size of small, being around 2–4
ft. tall. An Elf/Goblin hybrid should be between medium and
small, perhaps 4–5 ft. tall. Goliaths have a size of
medium, but are 7–8 ft. tall. An Elf/Goliath hybrid
should be medium, around 6–7 ft. tall, while a
Goblin/Goliath hybrid will have a size between medium and
small, being 4–7 ft. tall.
It is ultimately up to the DM how you should control your
species' traits. Consult them if you're uncertain on how to
approach something.
With all of that said, you are aware of all the new
mechanics CSoG invents.
Species
Spirit, Generic Species
- Speed
- Base + 10 ft., flight is equal
- Type
- Undead
- Size
- Base
The spirit of a member of their species, choosing to
stay alive in a new form.
Unlike a Soul, they do not possess physical abilities,
resorting to magic to be able to do work. Spirits are
aware they have passed, as they chose to stay within the
mortal realm. They see themselves as everyone else does,
a pale specter.
Spirits have proficiency in stealth or
arcana.
This character can phase through 20 ft. of solid
material in a single turn, or outside of combat. If
applicable, you begin suffocating if you end your turn
inside a wall.
You can only interact with objects via the Mage Hand
spell, which you can cast at will. A Spirit's Unarmed
Strike deals
(4 + Strength) damage, to account for
the lack of weapons.
Soul, Generic Species
- Speed
- Base, no flight
- Type
- Undead
- Size
- Base
The soul of a member of their species given physical
form, chained to the mortal realm by some otherworldly
force. Unlike a Spirit, this species is a physical
being, being able to interact with objects like other
species.
They appear as a pale specter to everyone else, but view
themselves in full color. They might have unfinished
business with an enemy or friend, keeping them from
continuing to the afterlife. Typically, Souls deny they
have died in the first place, insisting they are alive.
Souls have proficiency in
intimidation or
stealth.
Mechanical, Generic Species
- Speed
- 35 ft., flight if base species has it
- Type
- Construct
- Size
-
Base; You may also converse with your DM on a
different size.
This character is a construct, modeled after another
species, and imbued with the magic of that species.
This is different from an Autognome, which does not
inherit any traits from Gnomes. Mechanical creatures are
similar to hybrid species, in the sense they take traits
from both Autognomes and the base species, however,
Mechanical creatures take all traits from Autognomes
as-is, and only half the traits from the base species.
All quantitative traits (excluding flight) from the base
species are worsened by 2.
Merfolk, Species
- Speed
- 25 ft., 40 ft. when swimming
- Type
- Humanoid
- Size
- Medium (5–7 ft. tall)
- Ability Score Increase
- +2 to dexterity or strength
- Proficiencies
- Nature, athletics, or survival
Merfolk are something of a mix between human and fish.
They can breathe both air and water, but are much better
at swimming than walking.
They are omnivorous, but most Merfolk choose to eat only
plants like kelp or cacti, as it requires less effort.
As a result of this diet, most Merfolk lack proficiency
in weapons other than that required by their profession.
They live significantly longer than humans, with the
average lifespan being around 200 years old. Merfolk
take a rather laid-back position on life, and are rather
lazy.
Their appearance is considered only slightly less
stunning than elves. Their gills are located on their
cheeks and the sides of their neck, and they possess a
fin-like membrane that spans from half their torso to
three quarters their wingspan, allowing for rapid
movement underwater. One might mistake these for wings;
however, it is far too thin to allow them to glide. If
one attempts to use it as such, it will rip from the
force of the air. They do also have fins, a large one
located on their back, and another on the head.
Their scales are iridescent, and often tinted with
vibrant colors to deter predators. This backfires for
them however, as they are often hunted for their scales,
which are used for jewelry and other accessories. A
single scale, in pristine condition, is worth around 150
GP.
Languages
You can speak, read, and write Common, Aquan, and one
other language you and your DM agree is appropriate for
the character.
Amphibious
You can breathe both air and water.
Iridescent Beauty
You have proficiency in persuasion, and advantage on all
charisma checks that aren't against another Merfolk.
Adapted
You may choose to possess either heat or cold
resistance, or none at all, as a result of your natural
habitat. Consider where your character came from when
deciding this. Your DM may step in if you are being
unreasonable.
Innate Laziness
When rolling initiative, swap with the lowest roll. If
you're attacked, act instantly and move your initiative
to the current moment in the turn order.
Subspecies
This species has three subspecies.
Deep Merfolk, Subspecies
- Speed
- 20–25 ft., 50 ft. when swimming
As a subspecies of the
Merfolk species, this subspecies
inherits all trait from that species, unless otherwise
specified.
A variant of Merfolk that reside in the deepest depths
of the sea. Deep Merfolk have evolved a lure similar to
that of an anglerfish to be able to see so deep, and a
heavier fin membrane to produce more thrust.
Their fin membrane spans from their hips to their
wrists, and are significantly thicker (~0.5 in.) than
their sea-level counterparts to resist the pressure when
at their natural habitats, more than 2 miles below sea
level. This still doesn't allow them to fly; in fact, it
decreases their speed on land further. However, they can
glide for a short distance.
Under gravity, the membrane is incredibly heavy, with
the heaviest one ever (keep in mind that this only
accounts for one arm of the membrane) measured at 5
pounds. At sea level, the membrane also expands,
drooping to the midpoint of the thigh.
Their scales are also thicker, making them incredibly
valuable for armor. A single scale of a Deep Merfolk is
worth 300 GP. A whole set of Deepscale Armor is worth
2000 GP, and is considered medium armor. The set grants
resistance to slashing damage. Individually, the set is
worth 1000 GP for the breastplate, 200 GP for the
helmet, and 800 GP for the leggings.
They are naturally incredibly alert, since they live in
incredibly dangerous waters.
Heavy Membrane
Your swim speed is increased at the cost of your walking
speed. If you have a strength stat greater than 15,
ignore the speed debuff, and keep your speed to 25 ft.
You can additionally glide in the air, descending 10 ft.
for every 5 ft. traveled.
Heavy Scales
You have resistance to slashing damage. Your AC is 14
when not wearing armor.
Fear the Deep
You don't take the
Innate Laziness
trait.
Coastal Merfolk, Subspecies
- Speed
- 30–35 ft., 25–30 ft. when swimming
As a subspecies of the
Merfolk species, this subspecies
inherits all trait from that species, unless otherwise
specified.
A variant of Merfolk that reside along the coastline of
warm areas. Coastal Merfolk are perfectly average in
both underwater and land activities. They appear more
social than the Deep and Pond variants, likely as a
result of establishing agriculture, and a social system
based off of it.
Coastal Merfolk live on land, but hunt underwater for
food. However, their innate laziness as Merfolk have
made most of them that don't require the extra calories
instead hunt on land for plants. Lore analysis purports
is that agriculture had been taught to humans by Coastal
Merfolk who had been settled down. This change in
behavior has caused a reduction in their running and
swimming speed.
Depending on where they settled down or spread out to,
their diets may consist of vegetables, fruits, and
berries, but rarely meat products in modern times. Some
even decide to just eat grass!
These Merfolk are not useful for their scales, as they
are incredibly thin, and semi-transparent.
Athleticism
If any of your classes have a primary ability of
dexterity, strength, or constitution, increase your
speed to 35 ft., and 30 ft. swimming. You will also gain
proficiency in athletics.
Land Dweller
If you attempt to swim below 200 ft., you begin
suffocating. You don't take this trait if athleticism
applies to your character.
Sociable
You have proficiency in performance, and can reroll 2
charisma checks per short rest.
Pond Merfolk, Subspecies
As a subspecies of the
Merfolk species, this subspecies
inherits all trait from that species, unless otherwise
specified.
A variant of Merfolk that reside within the murky waters
of ponds, rivers, and other freshwater bodies. The Pond
Merfolk are especially primal and brutal, preferring a
carnivorous diet of the creatures in their home pond,
such as tadpoles, turtles, and certain species of
catfish.
They rarely emerge from the water unless food is scarce.
They are distrustful of most other species, as they
believe them to be endangering their home. Several
folktales have emerged confusing them with monsters, but
they look almost identical to other Merfolk.
These Merfolk aren't worth the trouble for the scales,
or much at all if you don't like getting impaled. The
scales are useless for armor since the thickness is
regular for Merfolk, and unappealing for jewelry.
Their scales are thin and pale, and not colorful like
their relatives. Studies on the creatures show this may
be linked to pollution of the river water. Current
population counts of the creatures show that there are
not that many left, and they may die out if not helped.
Primal Nature
You have proficiency in simple weapons. You also have
advantage on all rolls with unarmed strike and simple
weapons if you do not have armor equipped.
You can speak Aquan and broken common. You can still
read and write in other languages, and practicing your
common is a good idea.
Outcast
You have disadvantage on all charisma checks, but
proficiency in intimidation and animal handling.
Murky Waters
Your polluted and murky habitats have built you an
immunity to poison.
Lightkin, Species
- Speed
- 30 ft.
- Type
- Humanoid
- Size
- Medium (5–6 ft. tall)
- Ability Score Increase
- +2 to any
- Proficiencies
- Either insight or religion
Lightkin are miracle-births set forth by angels above,
sent out to complete specific tasks. Lightkin can not
willfully die without completing their task, which they
are always aware of, even if the problem isn't present.
They are oftentimes conceived around 20 years before the
problem arises, so they can grow and learn to fight it.
This foretelling is often heeded by other species, as
when a Lightkin is conceived, they begin preparing for
the event with fortified structures and improved
military force.
Lightkin can only be told apart from humans by their
blond hair, which glows brightly. Regardless of what
species conceives a Lightkin child, they will appear
human. They resemble their parents.
Apart from not being able to die without completing
their task, Lightkin can also not die if they owe debts.
If they stole something, they have to give back ten
times the item or its value. They remember each and
every person they are indebted to.
Languages
You can speak, read, and write Common and one other
language you and your DM agree is appropriate for the
character.
Angelic Vessel
You have resistance to necrotic and radiant damage.
Your hair glows with bright light in a 25 ft. radius,
and dim light for an extra 5 ft.
You also have the
Reveal Intentions cantrip.
Heavenly Contract
If you die, revive as a Lightkin Soul. You
cannot attack in this form, but your body can still be
revived, and you can do anything you could normally that
doesn't cause damage. If you die in this form, you die
forever. Lightkin who encounter this form of fate are
sent to purgatory, forced to dwell on old debts and
mistakes forever.
Subspecies
This species has a subspecies.
Disgraced Lightkin, Subspecies
As a subspecies of the
Lightkin species, this
subspecies inherits all trait from that species.
Lightkin who have completed their task, but still have
debts for more than 50 years are considered "disgraced"
by other angel-likes. Since they can't die, they will
spend eternity repaying debts, outliving the original
debtor, and their kin, forcing them to track down any
relative they can repay for their crimes.
These creatures are often hundreds, if not thousands of
years old. As a result of their old age, their hair
glows significantly less, only emitting 15 ft. of dim,
off-white light.