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  1. - Top - End - #1
    Bugbear in the Playground
     
    PirateGuy

    Join Date
    Apr 2014

    Default Magience(the webcomic) races for 5e. (WIP)

    So I just finnished catching up on reading a webcomic called magience. I thought it was pretty cool. Decided to look up the worldbuilding on it's wiki. And decided to stat all the player races.

    Here is the webcomic btw. http://www.inkblazers.com/manga-and-...e/3268?lang=en or http://www.smackjeeves.com/comicprofile.php?id=82809
    I am not affiliated with it, but I would recomend reading it

    Oh also, if by wild chance one of the creators sees this and wants it gone, ill delete this.


    What do you think? I am trying to make them balanced with the phb races. Would you say that these would be ruffly on balance with the rest of the races? What about each other? What would you do to improve them?
    Elf


    Ability score increase. Your dexterity increases by 2. Your charisma increases by 1.
    Age. Well it is stated tht most of the races live like 500 years, so like 500 years.
    Alignment. Chaotic good.
    Size. Medium
    Speed. Your base walking speed is 30 feet. Your base swimming speed is 40 feet.
    Water skin. You are resistant to water damage.
    Natural fisher. You have advantage on all checks related to fishing
    Motivator. You have a die that functions exactly like bard inspiration except you can only use it once per day. And it is a d4.


    Trow

    Ability score increase. Your consition increases by 2.
    Age. 500?
    Alignment. CHaotic nuetral
    Size. Small
    Speed. 25 feet.
    Immunity. You have advantage against, disease, poison. And you recover an additional hit die every time you take a long rest.
    Battle form. Once per day you can go into battle form. During this form your size increases to large. You have a temporary increase of your Constitution and strength by 2. Your int and wisdom are set to 0 and you are under the dm's control.
    Subraces. You choose between ironfist, stoneheart ,and rockfoot.

    Ironfist.
    Your streangth increases by 1.

    stoneheart.
    your consition increases by 1. Your int lowers by 1.

    Rockfoot
    Your inteligenece increases by 1.


    Nagean

    Ability score increases. Your int increases by 2.
    Cold blooded, you have disadvangtage against all rolls while in cold climates
    Scaled. You have scales that give you 12+dex ac when you have your scales and are not wearing armor. You shed your scales for one month a year and lose your scales dureign this time
    Languages. Common
    Speed. 35
    subraces. You can pick between mamba, coral, and python

    Mamba.
    Your charisma increases by 1
    Bite. You have a 1d4 bite attack that uses strength and anyone that is bit by it has to pas a d10 consition check or have the poison status effect.

    Python.
    Your streangth increases by 1
    Grappler. You can grapple people with your strong tale. WHen you are doing this you can choose to inflict 1d4 +streangth damage at any point withought haveing to roll to hit. And you have your arms free while doing this.

    Mamba
    once per day. D5 Constitution check. If they fail they die.


    Aethen

    Ability score increase. Your wisdom increases by 2.
    Size. Medium
    Speed. 30 feet.
    Languages. Common
    Shifting karma. When you do a good deed you have advantage on your next check. When you do an evil deed you have disadvantage on your next check. Trying to abuse this is an evil deed.
    Wings. Starting at level 1 you are imune to fall damage. Starting at level 3 you can hover 1 foot off the ground. Starting at level 10 you can cast the fly spell on yourself once per day useing wisdom.


    Cherubi.
    Ability score increases. Your dexterity increases by 1
    Hollow bones. You can't wear heavy armor.
    Good healer. You can heal an aditional 1d4 with healing spells once per day.

    Seraphi
    Faint glow. You have disadvantage on stealth checks
    Shared pain. Once per short rest you can activate shared pain. When this is active all damage is split between evryone with this ability currently activated. It lasts for 70 seconds

    Orphani
    Ability score increases. Your charisma increases by 1.
    Fractureing bones. You have disadvantage on checks to avoid haveing your bones break.
    You have an aditional 1st level spell slot that recovers on a short rest.
    Last edited by Rfkannen; 2014-11-22 at 07:58 PM.
    If you want to see some art here is my instagram https://www.instagram.com/rfkannen/

  2. - Top - End - #2
    Bugbear in the Playground
     
    PirateGuy

    Join Date
    Apr 2014

    Default Re: Magience(the webcomic) races for 5e. (WIP)

    reserved just in case
    If you want to see some art here is my instagram https://www.instagram.com/rfkannen/

  3. - Top - End - #3
    Bugbear in the Playground
     
    PirateGuy

    Join Date
    Apr 2014

    Default Re: Magience(the webcomic) races for 5e. (WIP)

    Hay I was wondering if anyone had any ideas on how to implement the other races?

    Fae have a bonus to the luck stat. Which D&d does not have.


    The yokai subrace abilities I am not sure how to implement, they are
    Wrath of the Okami - When the Yokai gets angry enough, he could unleash the fury of of his race, bringing about reckless destruction to all enemies in his path, weapons not needed.

    Amanojaku's Instinct - Given a sort of sixth-sense regarding people, able to much more accurately predict their behaviors and reasoning. Gain a +75% boost to Charisma. Also enhances reflexes.

    Kitsujin's Cleverness - The Yokai gains enhanced speed and Intellect bonuses, at the cost of Defense. Much more likely to learn spells when the Yokai attempts to use Fire or Wind magic, and gains damage bonuses of 10% when using spells of either of those elements.

    Actualy the yokai in generall are hard to implement, How would you put these in?

    Hot Blooded - Tends to get aggravated or angered easily. More susceptible to Berserk, Blood Frenzy, or Disorientation status effects. Resistant to calm.

    Blood Madness - Increases chance of Blood Frenzy status regardless of injury so long as someone (enemy or ally) is injured within area of scent (the maximum radius the Character can pick scents up from).

    Blood Addiction - The Yokai is addicted to bloodshed, gaining penalties to health, wellness, defense and speed when out of combat for too long.


    Also the basir have.
    Tranquil forest (Unique to Seneca Basir) - When in a forest, -80% chance of becoming disoriented or disabled, but also has a small chance of becoming calm.

    Amateur Magician - Takes 50% longer for basir to learn magic than other races

    Perfect Pitch- Able to distinguish subtleties of sounds that most miss, it is difficult for those of lower levels to sneak attack one with this ability. Also permits the user to navigate by sound alone

    Sensitive Ears- Those with this can be harmed or Disoriented for short periods by loud noises

    they also have a horn attack, it just says they can do it, not sure what stat that would run off of. There plus 2 is dexterity so maby that?

    How would you do these?
    Last edited by Rfkannen; 2014-11-22 at 06:11 PM.
    If you want to see some art here is my instagram https://www.instagram.com/rfkannen/

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