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.
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.
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.
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 laidback
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
300 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.
Inate 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 valuble for
armor. A single scale of a Deep Merfolk is worth 500 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 chestplate, 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,
desending 10 ft. for every 5 ft. travelled.
Heavy Scales
You have resistance to slashing damage. Your AC is 14 when not
wearing armor.
Fear the Deep
You don't take the
Inate 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 then 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.
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 jewellery.
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 only speak Aquan and one other language you and your DM
decide is appropriate for your character proficiently.
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.