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Thread: custom races
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2017-06-28, 08:31 AM (ISO 8601)
- Join Date
- Apr 2016
- Location
- krynn
- Gender
custom races
I have been working on these races for awhile so I want to see what people think of them.
Spoiler: Races
Thri Kreen
+2 dex +1 wis
Thri Kreen reach maturity at 3 and live for around 30 years
Thri Kreen are between 5.3 feet and 6 1/2 feet. They are medium size
Speed 30
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Multiple Limbs: You have an additional set of smaller arms. You may interact with an additional object or feature of the environment for free during your turn. You can carry an additional one-handed weapon using each of these extra arms, and you cannot use the Versatile property of weapons carried in these extra arms. You cannot use these extra arms to initiate grapples or wear shields. These hands can be used for other tasks, such as opening doors, carrying torches, using tools, or performing the somatic components of spells, without difficulty when they are not holding weapons.
Torpor: Instead of sleeping, you enter a torpid state, during which you remain fully aware of their surroundings. After four hours of torpor, you gain the same benefit that a human does from 8 hours of sleep. Also, magic can't put you to sleep.
Naturally skilled: You have proficiency in survival and stealth skills.
You can speak and read Thri-kreen
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Carib
+2 con
Caribs reach maturity at 18 and live for thousands of years
Caribs are between 4 1/2 feet and 6 feet. they are medium size
walk Speed 30 feet
Dark vision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Bite and claws: you are proficient with Unarmed Combat which deal 1d4 slashing(claws) or piercing(Bite) damage on a hit
Changing blood: when conditions are met a Carib will change sub race. all Carib starts as having well feed sub race. You can only have one sub race. you
Iron stomach: Caribs can eat any organic materials raw, or not, so long as it is not poison. you have resistance to poisons.
Devour: you hunger is only sated by hominid of magic flesh. you can eat a creature in a short rest. this can change your sub race. The stat bonuses given to you sub races are based off of the highest saving throws of your last meal. when you eat you feed status changes. all character start as well feed
You can speak, read, and write Common, Abyssal, and Infernal
Sub-Races
Well feed: You have not eaten with in 2 days
+1 to a stat
DC 18 perception check to have you race found
You can not gain The magic beast feed or spell feed sub races
Hunger: you have not eaten with in 4 days
+1 to two stats or +2 to one stat
Your proficiency bonus is depressed by one
DC 15 perception check to have your face found
you must make a DC 10 wisdom save when in the persons of blood or attack the nearest creature
Starving: you have not eaten with in a week
+1 to two stats or +2 to one stat
Your proficiency bonus is depressed by one
You have +2 on attack rolls and damage
Bite and claws: your bite and claw attacks now deal 1d8 damage
DC 15 perception check to have your face found
you must make a DC 15 wisdom save when in the persons of blood or attack the nearest creature
Magic beast feed: you have eaten a magical creature
You have a chance of gaining some of the creature's abilities
Legendary feed: when you eat a legendary creature you may gain a legendary resistance or action
this fades after 24 hours. you then have the well feed sub race
Spell Feed: You have eaten a spell casting creature
You gain one of their spell memorized
Legendary feed: when you eat a legendary creature you may gain a legendary resistance or action
This fades after 24 hours. you then no longer have a sub race
Normal feed
Your stat bonuses change to the highest saving throw of the creature you eat
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Bear folk
+2 con
Size: medium. they range between 69 and 8 ft
30 ft walk speed
+1 AC
Bite and claws: you are proficient with Unarmed Combat which deal 1d4 slashing(claws) or piercing(Bite) damage on a hit
Dark vision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Hibernation: Bear folk can sleep for 4 months with out eating.
Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.
Animal Talent: You have proficiency in the Perception and Stealth skills.
Languages. You can speak, read, and write Common and one other language of your choice.
Sub races
Polar bear
+1 int
20 ft swim speed
You are immune to non magic cold and have resistance to magic cold
Black bare
+1 cha
20 ft climb speed
Mask of the woods: You have advantage on stealth checks in nature
Brown bear
+1 Dex
+1 AC
Fearless: you have advantage against being frighted
Cave bear
+1 str
You count as one size larger when calculation max lift drag,carry and carrying capacity
You have advantage on grapple checks
Sloth bear
+1 wis
You count as one size larger when calculation max lift drag,carry and carrying capacity
Climb speed 20 ft
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Bat Folk
+2 dex +1 wis
Size: medium. The range between 59 to 82 ft
20ft walk speed
Flight: At third level a Bat fork gains the ability to fly. You have a fly speed of 30ft. You can not fly in heavy armor.
Bite: you are proficient with Unarmed Combat which deal 1d4 piercing damage on a hit
Dark vision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Blindsight: 60ft
Flying Strength: when flying you max lift counts as if you are one she category larger.
Echolocation: The bat folk cant use its blindsight while deafened
Keen Hearing: The bat folk have advantage on wisdom(perception) checks the rely on hearing
Animal Talent: You have proficiency in the Perception and Stealth skills.
Languages. You can speak, read, and write Common and one other language of your choice.
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Ape folk
+2 str +1 dex
Size: medium. The range between 59 to 82 ft
30 Ft walk speed
Fist: you are proficient with Unarmed Combat which deal 1d4 bludgeoning damage on a hit
Animal Talent: You have proficiency in the Perception and Athletic skills.
Long-Limbed: When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Languages. You can speak, read, and write Common and one other language of your choice.
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Elephants folk
+1 str +2 wis
Size: medium. The range between 79 to 82 ft
15 ft walk speed
Consistent movement: you have a climb and swim speed of 15 ft
Stamped: you can move 60 feet. you can take no other action this round. If there is a creature in you way you push them 5ft and deal 1d6 bludgeoning damage. you can do this three time per short rest. if you use it three time in a row you gain 3 points of exhaustion
Long-Limbed: When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Powerful Build: You count as two size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Heavy feet: you have disadvantage on stealth checks
Animal Talent: You have proficiency in the Perception and Athletic skills.
+2 AC
Trunk: Your trunk counts as an extra hand and can hold small weapons
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Last edited by Amdy_vill; 2017-06-28 at 08:39 AM.