hyu10link
2017-05-30, 11:00 PM
Inspired by a campaign that I will be playing where every race is an anthropomorphic animal, I thought it would be fun to try and create some custom races. This is my first time doing something like this so any feedback from the pros out there would be greatly appreciated!
These homebrew races are heavily inspired by the Race Creation Guide by JamesMusicus, his work is honestly amazing and this tool made this process so simple. I tried my best to match the abilities of each race to their nature, and made a few custom abilities as well. Some feed back on the balance and how these custom ability fair would be wonderful.
More races will be coming.
(The +/- values at the end of each ability is the point buy system as according to the Guide, I tried to keep each race at 6 points balance)
Caninus (Dog Folk) (is this the right name?) total: 6
One of the most diverse race in the world. The Caninus traveled far and wide, their touch can be found in all lands of the world. Thus they are a truly diverse race and this is shown in their diverse charactoristics.
Ability score increase: 4 ability scores of your choice increase by one, only one ability can be chosen to have a +2 increase. ( so [1, 1, 1, 1] or [2, 1, 1]) [+4]
Size: your size is medium [0]
Speed: your base walking speed is 30ft [0]
Language: you can speak Common and Canine, and 1 extra language of your choice. [+0.5]
Subrace: There are 2 subraces of Caninus, the Spaniel or the Grayhound
-Spaniel: The more studied of the two, Spaniels typically form officials or scholars
Skilled socialite: you have proficiency in 2 Intelligence, Wisdom, or Charisma skills of your choice [+1]
Bonus Cantrip: learn 1 cantrip from the Wizard's list, Intelligence is you spellcasting ability for it. [+0.5]
-Grayhound: The more physically adapt of the two, Grayhounds work as soldiers or generals
Imposing physique: you have advantage on check for resisting or attempting to Shove, Knockdown, or Grapple by/on a creature that is not 1 size larger than you. [+1]
Canine weapon training: you are proficient in longswords and firearms [+0.5]
Vulpus (Fox Folk) total: 6
One of the rarer races of the land. Vulpus are often misunderstood due to their demeanor and history. While some play that to their advantage, most Vulpus are fair and good-natured people. They are naturally sociable and easy going.
Ability score increase: your Charisma increase by 2 [+2]
Size: your size is medium [0]
Speed: your base walking speed is 30ft [0]
Language: you can speak Common and Vulpus [0]
Darkvision: you can see for 60ft in the dark as if it was dim light, and in the dim as if it were bright light, you can only identify gray and not colors (like all Darkvision's) [+0.5]
Fey ancestry: you have advantage on saving throws against being charmed and magic cannot put you to sleep. [+0.5]
Spiritual comprehension: you are proficient in the Insight skill [+0.5]
Subraces: There are 2 subraces of the Vulpus, the Red or the Fennec
-Red: The largest and most common of the Vulpus, their colors ranges from red to gray
Ability score increase: your Constitution increase by 1 [+1]
Natural weapon: you may use your claws to make a melee unarmed strike for 1d4 + Str mod, you are considered proficient in this attack. [+0.5]
Unpredictable temper: when you succeed in a Deception or Persuasion check against a target, the next attack roll you make against that target within 1 minute has advantage. [+1]
- Fennec: The smallest of the Vulpus, their colors are mostly sandy or golden
Ability score increase: your Wisdom score increase by 1 [+1]
Large ears: you are proficient in Perception checks by hearing, if you are already proficient in perception then you may double your proficiency bonus when hearing. [+0.5]
Silver tongue: you gain a +3 bonus to any Charisma or Charisma ability checks. If another such check is made within 1 minute, you gain a stacking +1 bonus to that check (+3, +4, +5, etc) [+1]
Lapine (Rabbit Folk) total: 6
One of the small but fast races in the world, the Lapines tends to lean towards Lawful Good in alignment. Originally nomads, they are a timid race but years of exposure to the world has yielded many tales of Lapine legend. Now a day's Lapine adventurers are a common sight in cities and towns.
Ability score increase: your Dexterity increase by 2 [+2]
Size: your size is small (similar to the halfling & gnome) [-1]
Speed: your base walking speed is 30ft (rabbits are fast, for their size) [0]
Language: you can speak Common and Lapine [0]
Lucky: when you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the dice and must keep the new roll [+0.5]
Nimble: you can move through the space of any creature that is one size larger than you [+0.5]
Naturally amiable: you gain proficiency in the Persuasion or Deception skill [+0.5]
Flighty response: you may ignore one opportunity attack on you once per long rest [+1]
Subrace: two subraces of lapine exist, the Chinchilla or the Lop
-Chinchilla: Follow more closely to their nomadic roots, called 'wild' by their Lop kin
Ability score increase: your Wisdom increase by 1 [+1]
Always perceptive: when determining your Passive Perception, you may add your proficiency bonus if you are not already proficient with Perception, otherwise you may double your proficiency bonus for your Passive Perception only. [+0.5]
Naturally Stealthy: you may attempt to hide even when obscured only by light foliage, or when behind a creature one size larger than you. [+1]
-Lop: Far more integrated into society and civilization, called 'bratty' by their Chinchilla kin
Ability score increase: your Charisma increase by 1 [+1]
Ear drop charm: you may use your action to attempt to charm a creature that can see you. Target creature must make a DC = 8 + your Charisma modifier Wisdom saving throw. On a successful save the target realizes your shenanigans and you have disadvantage on all Charisma check against them. On a failed save they are charmed by you for 1 hour. The charm automatically ends if the charmed subject is targeted by an attack or spell, or if they are ordered to do something that would defy their natural instincts. (jump to their death or back stab their allies) [+1]
Cute but not useless: you gain proficiency in one artisan tool of your choice [+0.5]
Rattus (Rat Folk) total: 6
One of the small and common races of the world. Rattus like the Caninus can be found in many areas of civilization. They have a very sophisticated and open culture, that is very accepting and welcoming towards other races.
Ability score increase: 2 ability scores of your choice increase by 1, can be the same score [+2]
Size: your size is small [-1]
Speed: your base walking speed is 25ft [-0.5]
Language: you can speak Common, Rodent, and 1 language of your choice [+0.5]
Darkvision: you can see for 60ft in the dark as if it was dim light, and in the dim as if it were bright light, you can only identify gray and not colors (like all Darkvision's) [+0.5]
Brave: you have advantage on saving throws against being frightened [+0.5]
Relentless Endurance: When you are reduced to 0 hp but not killed outright, you may drop to 1 hp instead. You can't use this feature until you finished a long rest. [+1]
Subraces: There are 2 subraces of the Rattus, the Dumbo or the Manx
-Dumbo: Possesses large and round ears, typically very friendly
Ability score increase: your Strength increase by 1 [+1]
Rodent toughness: your hit points maximum increase by 1, and your hp increase by 1 extra every time you gain a level [+1.5]
Nimble: you can move through the space of any creature that is 1 size larger than you [+0.5]
-Manx: Possesses no tails, thus tend to be clumsy at times.
Ability score increase: your Intelligence increase by 1 [+1]
Superior darkvision: your darkvision range is increased to 120ft [+0.5]
Arcane knowledge: you are proficient in the Arcana skill [+0.5]
Arcane insight: you may cast the Identify spell as a ritual (10 minute) without any of its material components. This feature cannot be used to identify magic items that are of rarity rare or higher, or sentient, it cannot identify spells of level 5 or higher. At level 8, this feature can identify rare magic items and spells of level 6 and bellow. (still no legendary or sentient, and spell level 7 and above) [+1]
These homebrew races are heavily inspired by the Race Creation Guide by JamesMusicus, his work is honestly amazing and this tool made this process so simple. I tried my best to match the abilities of each race to their nature, and made a few custom abilities as well. Some feed back on the balance and how these custom ability fair would be wonderful.
More races will be coming.
(The +/- values at the end of each ability is the point buy system as according to the Guide, I tried to keep each race at 6 points balance)
Caninus (Dog Folk) (is this the right name?) total: 6
One of the most diverse race in the world. The Caninus traveled far and wide, their touch can be found in all lands of the world. Thus they are a truly diverse race and this is shown in their diverse charactoristics.
Ability score increase: 4 ability scores of your choice increase by one, only one ability can be chosen to have a +2 increase. ( so [1, 1, 1, 1] or [2, 1, 1]) [+4]
Size: your size is medium [0]
Speed: your base walking speed is 30ft [0]
Language: you can speak Common and Canine, and 1 extra language of your choice. [+0.5]
Subrace: There are 2 subraces of Caninus, the Spaniel or the Grayhound
-Spaniel: The more studied of the two, Spaniels typically form officials or scholars
Skilled socialite: you have proficiency in 2 Intelligence, Wisdom, or Charisma skills of your choice [+1]
Bonus Cantrip: learn 1 cantrip from the Wizard's list, Intelligence is you spellcasting ability for it. [+0.5]
-Grayhound: The more physically adapt of the two, Grayhounds work as soldiers or generals
Imposing physique: you have advantage on check for resisting or attempting to Shove, Knockdown, or Grapple by/on a creature that is not 1 size larger than you. [+1]
Canine weapon training: you are proficient in longswords and firearms [+0.5]
Vulpus (Fox Folk) total: 6
One of the rarer races of the land. Vulpus are often misunderstood due to their demeanor and history. While some play that to their advantage, most Vulpus are fair and good-natured people. They are naturally sociable and easy going.
Ability score increase: your Charisma increase by 2 [+2]
Size: your size is medium [0]
Speed: your base walking speed is 30ft [0]
Language: you can speak Common and Vulpus [0]
Darkvision: you can see for 60ft in the dark as if it was dim light, and in the dim as if it were bright light, you can only identify gray and not colors (like all Darkvision's) [+0.5]
Fey ancestry: you have advantage on saving throws against being charmed and magic cannot put you to sleep. [+0.5]
Spiritual comprehension: you are proficient in the Insight skill [+0.5]
Subraces: There are 2 subraces of the Vulpus, the Red or the Fennec
-Red: The largest and most common of the Vulpus, their colors ranges from red to gray
Ability score increase: your Constitution increase by 1 [+1]
Natural weapon: you may use your claws to make a melee unarmed strike for 1d4 + Str mod, you are considered proficient in this attack. [+0.5]
Unpredictable temper: when you succeed in a Deception or Persuasion check against a target, the next attack roll you make against that target within 1 minute has advantage. [+1]
- Fennec: The smallest of the Vulpus, their colors are mostly sandy or golden
Ability score increase: your Wisdom score increase by 1 [+1]
Large ears: you are proficient in Perception checks by hearing, if you are already proficient in perception then you may double your proficiency bonus when hearing. [+0.5]
Silver tongue: you gain a +3 bonus to any Charisma or Charisma ability checks. If another such check is made within 1 minute, you gain a stacking +1 bonus to that check (+3, +4, +5, etc) [+1]
Lapine (Rabbit Folk) total: 6
One of the small but fast races in the world, the Lapines tends to lean towards Lawful Good in alignment. Originally nomads, they are a timid race but years of exposure to the world has yielded many tales of Lapine legend. Now a day's Lapine adventurers are a common sight in cities and towns.
Ability score increase: your Dexterity increase by 2 [+2]
Size: your size is small (similar to the halfling & gnome) [-1]
Speed: your base walking speed is 30ft (rabbits are fast, for their size) [0]
Language: you can speak Common and Lapine [0]
Lucky: when you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the dice and must keep the new roll [+0.5]
Nimble: you can move through the space of any creature that is one size larger than you [+0.5]
Naturally amiable: you gain proficiency in the Persuasion or Deception skill [+0.5]
Flighty response: you may ignore one opportunity attack on you once per long rest [+1]
Subrace: two subraces of lapine exist, the Chinchilla or the Lop
-Chinchilla: Follow more closely to their nomadic roots, called 'wild' by their Lop kin
Ability score increase: your Wisdom increase by 1 [+1]
Always perceptive: when determining your Passive Perception, you may add your proficiency bonus if you are not already proficient with Perception, otherwise you may double your proficiency bonus for your Passive Perception only. [+0.5]
Naturally Stealthy: you may attempt to hide even when obscured only by light foliage, or when behind a creature one size larger than you. [+1]
-Lop: Far more integrated into society and civilization, called 'bratty' by their Chinchilla kin
Ability score increase: your Charisma increase by 1 [+1]
Ear drop charm: you may use your action to attempt to charm a creature that can see you. Target creature must make a DC = 8 + your Charisma modifier Wisdom saving throw. On a successful save the target realizes your shenanigans and you have disadvantage on all Charisma check against them. On a failed save they are charmed by you for 1 hour. The charm automatically ends if the charmed subject is targeted by an attack or spell, or if they are ordered to do something that would defy their natural instincts. (jump to their death or back stab their allies) [+1]
Cute but not useless: you gain proficiency in one artisan tool of your choice [+0.5]
Rattus (Rat Folk) total: 6
One of the small and common races of the world. Rattus like the Caninus can be found in many areas of civilization. They have a very sophisticated and open culture, that is very accepting and welcoming towards other races.
Ability score increase: 2 ability scores of your choice increase by 1, can be the same score [+2]
Size: your size is small [-1]
Speed: your base walking speed is 25ft [-0.5]
Language: you can speak Common, Rodent, and 1 language of your choice [+0.5]
Darkvision: you can see for 60ft in the dark as if it was dim light, and in the dim as if it were bright light, you can only identify gray and not colors (like all Darkvision's) [+0.5]
Brave: you have advantage on saving throws against being frightened [+0.5]
Relentless Endurance: When you are reduced to 0 hp but not killed outright, you may drop to 1 hp instead. You can't use this feature until you finished a long rest. [+1]
Subraces: There are 2 subraces of the Rattus, the Dumbo or the Manx
-Dumbo: Possesses large and round ears, typically very friendly
Ability score increase: your Strength increase by 1 [+1]
Rodent toughness: your hit points maximum increase by 1, and your hp increase by 1 extra every time you gain a level [+1.5]
Nimble: you can move through the space of any creature that is 1 size larger than you [+0.5]
-Manx: Possesses no tails, thus tend to be clumsy at times.
Ability score increase: your Intelligence increase by 1 [+1]
Superior darkvision: your darkvision range is increased to 120ft [+0.5]
Arcane knowledge: you are proficient in the Arcana skill [+0.5]
Arcane insight: you may cast the Identify spell as a ritual (10 minute) without any of its material components. This feature cannot be used to identify magic items that are of rarity rare or higher, or sentient, it cannot identify spells of level 5 or higher. At level 8, this feature can identify rare magic items and spells of level 6 and bellow. (still no legendary or sentient, and spell level 7 and above) [+1]