tallesthalfling
2016-03-29, 06:48 AM
I was going through the listed homebrew compendium and noticed a duck race, this caught my attention as an interesting concept so I decided to have a look. I was disappointed so I set-out to create my own anthropomorphic duck people and thus here they are. what i would like is some critique this is my first homebrew as I'm also very fresh to 5e. what would you change? what would you keep or would you just bin the whole thing? any feedback is appreciated.
Duckfolk.
The duck folk are a race of magically altered ducks, their bodies and minds were altered through magical experiments. This tribal race spends much of their time living in small settlements they call nests which can normally be found in wetlands. most either a light green of white there is much variation in the display these bird people display. normally their eyes are either blue, green, brown, or black with exceptions listed below (or as player sees fit). They are a flightless race as their wings have been modified to more resemble human-like arms. Adventurers come from the fact that the females reproduce consistently through the year pushing the young to mature and contribute to their society.
Size: small (2.5ft-3ft)
Ability increase: As the duckfolk is commonly an attractive well-spoken race he/she gains +1 to charisma.
Water adept: Whenever you make n Acrobatics check in water or on wet terrain, you are considered proficient and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Superior eyesight: the nature of your eyes allows advantage on sight based perception checks in bright light.
Swim: because of its nature the duckfolk has swim speed equal to is land speed.
Subtypes:
Tar feathered
This variation of the duckfolk is known as the more cunning variety these are the most commonly seen type as they are often businessmen whom roam the lands in search of riches to be made however they might. Not always the most trustworthy but yet reliable if the end goal is in line with their desires the have been known to join adventuring parties. they differ from the more common duckfolk as their feathers are a deep green tinged almost black, some have a distinctive white belt of feathers around their lower neck. this verity is particularly attractive and subtly smarter than the others giving him/her an edge in the social scene with other races not known to help others without a reason that benefits themselves they will make friends with demon lords and stab them in the back if it suits their personal cause.
Ability increase: the tar feathered duckfolk holds themselves quite well their visually attractive plumage coupled with the way they carry their tongue grants them a +1 to charisma and +1 to intelligence.
Ducks cunning: As the tar feathered duckfolk You know the "friends" cantrip. Charisma is your spellcasting ability for these spells.
Fowl play: You lie, cheat, and will do anything to advance your goals, you are considered proficient in deception checks.
Steamer
The steamer is a far more aggressive verity of the duck folk; this hot headed water fowl is quick to anger but is also known to be strong enough to slay larger foes. These types of duckfolk often find themselves removed from their nests in favour of adventure where their brutish tendencies are more appreciated. these differ in appearance from other duckfolk as their eyes are a deep red, their feathers are tipped in a distinctive crimson giving them a fierce and unkempt appearance. loyal and foolhardy they will join adventuring bands for the sole sake of feeling purpose even if only for a short time.
Ability increase: due to its nature the steamer gains +2 to strength
Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Brave: Brave or stupid its not clear but this duck isn't backing down, you gain advantage on saves against fear effects.
if you decide to use this could you post your experience, thanks in advance.
Duckfolk.
The duck folk are a race of magically altered ducks, their bodies and minds were altered through magical experiments. This tribal race spends much of their time living in small settlements they call nests which can normally be found in wetlands. most either a light green of white there is much variation in the display these bird people display. normally their eyes are either blue, green, brown, or black with exceptions listed below (or as player sees fit). They are a flightless race as their wings have been modified to more resemble human-like arms. Adventurers come from the fact that the females reproduce consistently through the year pushing the young to mature and contribute to their society.
Size: small (2.5ft-3ft)
Ability increase: As the duckfolk is commonly an attractive well-spoken race he/she gains +1 to charisma.
Water adept: Whenever you make n Acrobatics check in water or on wet terrain, you are considered proficient and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Superior eyesight: the nature of your eyes allows advantage on sight based perception checks in bright light.
Swim: because of its nature the duckfolk has swim speed equal to is land speed.
Subtypes:
Tar feathered
This variation of the duckfolk is known as the more cunning variety these are the most commonly seen type as they are often businessmen whom roam the lands in search of riches to be made however they might. Not always the most trustworthy but yet reliable if the end goal is in line with their desires the have been known to join adventuring parties. they differ from the more common duckfolk as their feathers are a deep green tinged almost black, some have a distinctive white belt of feathers around their lower neck. this verity is particularly attractive and subtly smarter than the others giving him/her an edge in the social scene with other races not known to help others without a reason that benefits themselves they will make friends with demon lords and stab them in the back if it suits their personal cause.
Ability increase: the tar feathered duckfolk holds themselves quite well their visually attractive plumage coupled with the way they carry their tongue grants them a +1 to charisma and +1 to intelligence.
Ducks cunning: As the tar feathered duckfolk You know the "friends" cantrip. Charisma is your spellcasting ability for these spells.
Fowl play: You lie, cheat, and will do anything to advance your goals, you are considered proficient in deception checks.
Steamer
The steamer is a far more aggressive verity of the duck folk; this hot headed water fowl is quick to anger but is also known to be strong enough to slay larger foes. These types of duckfolk often find themselves removed from their nests in favour of adventure where their brutish tendencies are more appreciated. these differ in appearance from other duckfolk as their eyes are a deep red, their feathers are tipped in a distinctive crimson giving them a fierce and unkempt appearance. loyal and foolhardy they will join adventuring bands for the sole sake of feeling purpose even if only for a short time.
Ability increase: due to its nature the steamer gains +2 to strength
Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Brave: Brave or stupid its not clear but this duck isn't backing down, you gain advantage on saves against fear effects.
if you decide to use this could you post your experience, thanks in advance.