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Thomar_of_Uointer
2013-09-27, 06:49 PM
So I came up with a couple hundred pages of this stuff about seven years ago. I recently got the itching to try it again.

I have two major design principles when homebrewing fan material:

Everything you write should be portable and usable in any setting and any campaign.
Keep the tone as close to the source material as possible.


Super Mario Bros Races:

Bob-Omb
Ability Score Adjustment: Your Strength and Constitution scores increase by 1.
Size: Small
Speed: 30 feet
Explode: You can use your action to create a noisy explosion. Creatures within 10 feet of you take 2d6 thunder damage on a failed Dexterity save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. Objects take full damage. After you use this trait, you cannot use it again until you complete a short rest.
Short Fuse: You have advantage when you roll initiative.

Bob-Omb Racial Feat: Paragon Bob-Omb
You gain the following benefits:
* A +1 bonus to AC.
* You can control the radius of your Explode trait, anywhere between 5 feet and 30 feet.
* You may choose to deal one of the following damage types each time you use your Explode trait: thunder, fire, bludgeoning, or slashing.
Boo
Ability Score Adjustment: Your Dexterity and Charisma scores increase by 1.
Size: Medium
Speed: 25 feet
Darkvision: You can see in darkness within 60 feet of you as if it were dim light. When you do so, your vision is in black and white.
Float: You fall gently at a rate of ten feet per round, and can fly five feet for every foot fallen. You always hover a few feet off of the ground.
Transparency: You can attempt to hide yourself no matter what the circumstances.
Mostly Alive: You have resistance to necrotic damage.

Boo Racial Feat: Paragon Boo
You gain the following benefits:
* As an action you may lick a creature in melee. Make a Charisma (Intimidation) check opposed by the target's Constitution saving throw, if you succeed the target is paralyzed for one round. Once you use this trait you cannot use it again until you take a short rest.
* You may cast invisibility once per day. Charisma is your magic ability for this spell.
* When you reach 5th level, you gain a fly speed of 25 feet.
Goomba
Ability Score Adjustment: Your Strength and Wisdom scores increase by 1.
Size: Small
Speed: 25 feet
Darkvision: You can see in darkness within 60 feet of you as if it were dim light. When you do so, your vision is in black and white.
Bite: Your unarmed attacks deal slashing, piercing, and bludgeoning damage. Your unarmed attacks do 1d6 damage.
Headbutt: If a creature damages you in melee you may use your reaction to perform a retaliatory unarmed strike with advantage. Once you use this trait you cannot use it again until you take a short rest.
Poison Resistance: You have resistance against poison damage.

Goomba Racial Feat: Paragon Goomba
You gain the following benefits:
* The first unarmed attack you make each round does an additional 1d4 poison damage.
* Your darkvision improves to 120 feet.
* You gain advantage on Dexterity (Stealth) checks in dim light and darkness.
Koopa
Ability Score Adjustment: Your Constitution score increases by 1.
Size: Medium
Speed: 25 feet
Shell Armor: Your AC is 13 + Dex modifier unless you wear armor with a better AC bonus.
Shell Spin: If you charge and make an unarmed attack, it deals 1d12+Str mod damage.
Shell Block: When you are attacked by a ranged attack you may use your reaction to impose disadvantage on the attack roll. You may also use your reaction to grant yourself advantage on one Dexterity saving throw.
Shell Resistance: You have resistance to one energy type. Choose one of the following at first level: acid, cold, fire, lightning, poison.

Koopa Racial Feat: Paragon Koopa
You gain the following benefits:
* Your Shell Armor trait improves your AC to 18 (no Dex), or to 15 + Dex modifier, whichever is higher.
* If you use your Shell Block against a ranged magical attack and it misses, you may reflect it back at the caster. The spell automatically hits the caster. Once you use this trait you cannot use it again until you take a short rest.
* When you use Shell Spin, attacks of opportunity you provoke suffer disadvantage.
Toad
Ability Score Adjustment: Your Strength and Wisdom scores increase by 1.
Size: Small
Speed: 25 feet
Lucky: When you roll a natural 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Cower: If you do not attack any enemies, all melee and ranged attacks against you suffer disadvantage for one round.
Mycellimancy: Whenever you use a potion or mushroom, double its duration and numerical effects.
Poison Resistance: You have resistance against poison damage.
Shy
Ability Score Adjustment: Your Dexterity and Charisma scores increase by 1.
Size: Small
Speed: 30 feet
Low-Light Vision: You can see in dim light as well as you do in bright light.
Weapon Proficiency: You have proficiency with the pike, blowgun, and bolas.
War Cry: Your first attack after rolling initiative has advantage.
Spook: You have advantage on Charisma (Intimidation) checks.
Yoshi
Ability Score Adjustment: Your Intelligence score increases by 1.
Size: Medium
Speed: 35 feet
Dragon Soul: You have resistance to one energy type. Choose one of the following at first level: acid, cold, fire, lightning, poison.
Tongue Grab: As an action you may grab an enemy within 15 feet with your tongue, pulling him adjacent to you if he fails an opposed Strength check.
Saddle Up: Your carrying capacity is doubled. You may carry other creatures on your back, but they suffer disadvantage on all their actions if you perform any actions besides moving.

Yoshi Racial Feat: Paragon Yoshi
You gain the following benefits:
* As an action you may throw a bouncing egg. This is a range 30/120 thrown weapon that deals 1 damage per level plus your Strength modifier. If you miss, you can make a second attack with disadvantage against a second creature within range. Each time you use this trait it deals either bludgeoning damage or your Dragon Soul damage type. Once you use this trait you cannot use it again until you take a short rest.
* Your speed improves to 40 feet.
* You gain darkvision out to 60 feet and blindsight out to 5 feet.


Super Mario Bros Items:
Green Block
Uncommon wondrous item
This heavy green box is cold to the touch. It can be used to protect one creature by turning his body into living metal.
Property [Consumable]: As an action you strike the block with your fist. The block flows over your skin, making your body extremely dense and shiny. For one minute you gain resistance to slashing, bludgeoning, piercing, cold, and poison damage. You also become very heavy, making you unable to swim in water, and granting advantage on Strength checks to resist being repositioned. This effect ends after one minute.

Healing Mushroom
Common potion
This red-and-white mushroom smells delicious.
Property [Consumable]: As an action you eat the mushroom and regain 2d4+2 hit points.

Mega Mushroom
Uncommon potion
This red-and-yellow mushroom feels bloated and heavy.
Property [Consumable]: As an action you can eat the mushroom, causing you and your equipment to double in size. Your size increases by one category, you gain a +2 bonus to attack rolls, and your melee attacks to 50% more damage than normal. However, you suffer a -2 penalty to AC and Dexterity saving throws. This effect ends after one hour, or when you take any lethal damage.

Power Star
Legendary wondrous item
This glowing star piece emits a low hum. At night it sheds bright light out to 120 feet.
Property [Consumable]: As an action you press the star against your bare skin and its energy fills your extremities. For three rounds you become immune to all forms of damage, and you automatically succeed on all saving throws and opposed ability contests. Additionally, you gain advantage on all attack rolls, the damage of your attacks doubles, and your opponents suffer disadvantage on their saving throws against your spells, magic items, or anything else you do that would allow a saving throw.

Transient Wings
Rare wondrous item
These feathery wings trail white sparkles and feel weightless. They flap gently when not held, hovering a few feet above the ground on their own power. When held near a creature's shoulders they will attach themselves to his back. Wings attached to a creature cannot be removed unless he willingly detaches them, or if he is unconscious.
Property: You have a fly speed equal to your normal speed. If you remain airborne for three rounds, or if you take damage, the wings become inactive. While inactive you fall at a rate of 10 feet per round (or faster if desired). The wings become active again when you firmly places your feet on the ground.

Legend of Zelda Races:

Deku
Ability Score Adjustments: Your Dexterity and Constitution scores increase by 1.
Size: Small
Speed: 30 feet
Low-Light Vision: You can see in dim light as well as you do in bright light.
Photosynthesis: You have advantage on Fortitude saving throws while in direct sunlight. If you take a short rest in direct sunlight, any Hit Dice you spend heal the maximum amount possible.
Seed Shot: As an action you may spit a hard seed at an enemy. This is treated as a range 30/120 thrown weapon that deals 1 bludgeoning damage per level plus your Strength modifier.
Wooden Body: You have resistance to bludgeoning damage. You suffer disadvantage on saving throws against fire.
Sociable: You have advantage on Charisma (Persuasion) checks.
Fairy
Ability Score Adjustments: Your Dexterity score increases by 2, and your Charisma score increases by 1.
Size: Tiny (you suffer disadvantage when wielding non-light weapons, you are incapable of using heavy weapons, you suffer disadvantage on all rolls while wearing medium or heavy armor, and your carrying capacity is halved)
Speed: 25 feet
Low-Light Vision: You can see in dim light as well as you do in bright light.
Gossamer Wings: You fall gently at a rate of ten feet per round, and can fly five feet for every foot fallen. Your maximum high jump height is equal to your Strength score in feet.
Healing Powder: You can cast cure wounds once per day. Charisma is your magic ability for this spell.
Glow: You shed light as a torch. You may suppress this ability at will.
Goron
Ability Score Adjustments: Your Strength and Constitution scores increase by 1.
Size: Medium
Speed: 25 feet
Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Additionally, whenever you roll Hit Dice during a rest, you regain 1 extra hit point for each Hit Die you roll.
Roll: Whenever you charge and make an unarmed attack, it deals 1d12+Str mod damage. Your speed improves to 35 feet when moving downhill.
Stone Skin: You have advantage on checks to hide in rocky terrain.
Lavaborn: You have resistance to fire.
Moblin
Ability Score Adjustments: Your Strength score increases by 2, and your Wisdom score increases by 1.
Size: Medium
Speed: 30 feet
Low-Light Vision: You can see in dim light as well as you do in bright light.
Weapon Training: You are proficient with the lance, pike, and trident.
Feral: You have advantage on Wisdom (Survival) and Charisma (Intimidation) checks.
Zora
Ability Score Adjustments: Your Dexterity and Charisma scores increase by 1.
Speed: 30 feet
Swim Speed: 40 feet
Amphibious: You can breathe air and water equally well. You have advantage on Strength (Athletics) checks to swim through rough water.
Darkvision: You can see in darkness within 60 feet of you as if it were dim light. When you do so, your vision is in black and white.
Wet Skin: You have advantage on checks to escape grapples, and you have advantage on Dexterity (Acrobatics) checks to slip through small spaces. If you have not immersed yourself in water in the last 24 hours your long rests become ineffective, making you unable to heal hit points and you lose all your Hit Dice.
Bioelectric: You have resistance to electricity. You have blindsight with a range of 5 feet.


Legend of Zelda Items
Blue Potion
Uncommon potion
This brew smells like rotten apples and wet leaves. It leaves an electric feeling on the tongue.
Property [Consumable]: A spellcaster who drinks this potion regains three spell levels worth of expended spell slots. This can also restore daily uses of spells from other sources, such as the Magic Adept feat.

Cane of Somaria
Uncommon magic weapon (quarterstaff)
This crooked staff is coated with what looks like bright-red enamel. When grasped, its wielder becomes acutely aware of geometric shapes and is able to state the precise angles and measurements of any object or structure he can see.
Property: You gain a +1 bonus to the attack rolls and the damage rolls you make with this quarterstaff.
Property [Attuned]: As an action you can wave the cane to create a five-foot cube of dense reddish material. The cube weighs 50 pounds, has AC 5, has resistance to all forms of damage, and 25 hit points. You can hook the cane into the cube as part of your movement, effortlessly sliding it along the ground adjacent to you (but it stops if pushed against an obstacle or another creature). As an action you may command the cube to self-destruct, dealing 3d6 fire damage to all creatures adjacent to it (Reflex half).

Red Potion
Common potion
This brew smells like bitter medicine. It tastes sweet on the tongue.
Property [Consumable]: As an action you drink the potion and regain 2d4+2 hit points.


If this gets too big I'll have to move it to Google Drive.

Does anyone have any ideas about what to do for the Toad and Shy paragon feats? Does anyone have any requests?

ArcturusV
2013-09-27, 07:20 PM
http://www.youtube.com/watch?v=VurAXL_Fni0

Kinda would have liked to see some of their capabilities as per that video in the abilities.

Sadly I haven't looked into DnD Short Sighted Edition Name. So I can't really suggest mechanical stuff for it yet. But definitely having the Koopa Wings, Para-Goomba Wings, and the ability to throw babies as ammunition, yeah. Would be fun.

Thomar_of_Uointer
2013-09-27, 07:24 PM
http://www.youtube.com/watch?v=VurAXL_Fni0

Kinda would have liked to see some of their capabilities as per that video in the abilities.

Sadly I haven't looked into DnD Short Sighted Edition Name. So I can't really suggest mechanical stuff for it yet. But definitely having the Koopa Wings, Para-Goomba Wings, and the ability to throw babies as ammunition, yeah. Would be fun.

Good point. I guess I'll have to put the shell charge attack back in.

Wings are a consumable item, I've got plans for the power-ups. It's going to work exactly like most power-ups from the sidescrollers (you have the power-up until you take damage).

Beelzebub1111
2013-09-27, 07:25 PM
I'm not entirely sure how D&D next works, but base movement should be a multiple of 10, just so it makes it easier to half.

Thomar_of_Uointer
2013-09-27, 07:25 PM
I'm not entirely sure how D&D next works, but base movement should be a multiple of 10, just so it makes it easier to half.

Nah. D&D Next gives Small-sized races 25 foot speed, and wood elves get 35 foot speed.

D&D Next also does odd ability score boosts instead of even ability score boosts. Crazy, I know...

Thomar_of_Uointer
2013-09-28, 12:13 PM
Okay, koopas have a shell attack now.

Thomar_of_Uointer
2013-09-28, 04:16 PM
And there are stats for the most common Legend of Zelda races.

inuyasha
2013-09-28, 08:27 PM
[SadWhisper] can these be in 3.X format [/Sadwhisper

Thomar_of_Uointer
2013-09-28, 11:48 PM
[SadWhisper] can these be in 3.X format [/Sadwhisper

Oh, sure. Here are two major sourcebooks I worked on back before 4e came out:

http://www.scribd.com/doc/58719276/Super-Mario-Bros-RPG-para-o-sistema-D20

http://www.scribd.com/doc/69709656/Zelda-D20-Sourcebook

And here is updated set of just races for Pathfinder:

http://pastebin.com/HcbcFtSw

Thomar_of_Uointer
2013-10-03, 06:12 PM
Added items. This should cover the wings that are so commonly requested.

Durazno
2013-10-03, 09:54 PM
The Zora have probably developed some kind of lotion or potion for when they need to spend time away from bodies of water. Though since the player would be using it to buy off one of the drawbacks of their race choice, I'm not sure if it should be expensive or not. Probably not, since if they're in a position that they need to use it, they don't get much advantage from wet skin, right?

Thomar_of_Uointer
2013-10-03, 11:15 PM
The Zora have probably developed some kind of lotion or potion for when they need to spend time away from bodies of water. Though since the player would be using it to buy off one of the drawbacks of their race choice, I'm not sure if it should be expensive or not. Probably not, since if they're in a position that they need to use it, they don't get much advantage from wet skin, right?

Some kind of oil, perhaps. It would probably only be a stopgap measure, only doubling the amount of time they can go without water.