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astaroth666
2016-03-10, 11:49 AM
Help me balance those Races i have created and Kitsune from Pathfinder

dragontaurs

History

dragontaurs were created when a group of dragonborn happened upon a cursed relic made by centaurs left for humans who had been attempting to slay them.
The centaurs in question either left or were wiped out by disease, so the relic sat there for many years before the dragonborns found it. They carried it to their town,
whereupon the relic mutated each and every one of the dragonborns into creatures resembling centaurs but with the upper half of an dragonborn rather than that of a human, and so the race of dragontaurs was created.
Society


Ability Score Increase. Your Strength score
increases by 2, and your Dexterity or Wisdom or Constitution score increases by 1.
Speed. Your base walking speed is 40 feet
Draconic Ancestry. You have draconic ancestry.
Choose one type o f dragon from the Draconic Ancestry
table. Your breath weapon and damage resistance are
determined by the dragon type, as shown in the table.
Breath Weapon. You can use your action to exhale
destructive energy. Your draconic ancestry determines
the size, shape, and damage type of the exhalation.
When you use your breath w eapon, each creature in
the area o f the exhalation must make a saving throw,
the type o f which is determined by your draconic
ancestry. The DC for this saving throw equals 8 +
your Constitution modifier + your proficiency bonus. A
creature takes 2d6 damage on a failed 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.
After you use your breath weapon, you can’t use it
again until you complete a short or long rest.
Damage Resistance. You have resistance to the
damage type associated with your draconic ancestry.
Trample. If you move at least 30ft immediately before making a melee attack on your turn, the attack deals an extra 2d8 damage on a hit
(This damage is equivalent to what would be inflicted if you fell 30ft and landed on them.).
You must end your turn after making an attack in this way
Nature Wanderer. Choose one environment (Swamp, Forest, Desert, Hill, Mountain and etc.).
You have advantage in Perception and Investigation rolls related to that environment,
plus you always know your way through that area and gain 10 feet speed while there.


D r a c o n i c A n c e s t r y
Dragon Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Cold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Con. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
White Cold 15 ft. cone (Con. save)




dwerlf


elf father dwarf mother
Ability Score Increase. Your Constitution score
increases by 1 Your Dexterity score
increases by 2


Darkvision. You can see in dim light within 60 feet o f you as if it
were bright light, and in darkness as if it w ere dim light.
You can’t discern color in darkness, only shades o f gray.
Keen Senses. You have proficiency in the
Perception skill.
Fey Ancestry. You have advantage on saving throws
against being charmed, and magic can’t put you to sleep.
Dwarven Combat Training. You have proficiency
with the battleaxe, handaxe, throwing hammer,
and warhammer.
Tool Proficiency. You gain proficiency with the
artisan’s tools o f your choice: smith’s tools, brewer’s
supplies, or mason’s tools.

dwarf father elf mother
Ability Score Increase. Your Constitution score
increases by 2 Your Dexterity score
increases by 1

You
can see in dim light within 60 feet o f you as if it w ere
bright light, and in darkness as if it were dim light. You
can’t discern color in darkness, only shades o f gray.
Dwarven Resilience. You have advantage on saving
throws against poison, and you have resistance against
poison damage (explained in chapter 9).
Tool Proficiency. You gain proficiency with the
artisan’s tools o f your choice: brewer’s
supplies, or mason’s tools.
Stonecunning. Whenever you make an Intelligence
(History) check related to the origin o f stonework, you
are considered proficient in the History skill and add
double your proficiency bonus to the check, instead of
your normal proficiency bonus.





Kitsune, or fox folk, are vulpine shapeshifters known for their love of both trickery and art.
Kitsune possess two forms: that of an attractive human of slender build with salient eyes, and their true form of an anthropomorphic fox.
Despite an irrepressible penchant for deception, kitsune prize loyalty and make true companions.
They delight in the arts, particularly riddles and storytelling, and settle in ancestral clans, taking their wisdom from both the living and spirits.

Quick-witted and nimble, kitsune make excellent bards and rogues. It is not uncommon for one to pursue sorcery, while those few born with white fur
and pale eyes usually become oracles.

Physical Description: A kitsune has two forms—a single human form and its true form, that of a humanoid fox. In their human forms,
kitsune tend toward quickness and lithe beauty. In all forms they possess golden, amber, or brilliant blue eyes. In their true forms,
they are covered with a downy coat of auburn fur, although more exotic coloration is possible.

Society: Kitsune society is enigmatic, as kitsune prize loyalty among their friends but delight in good-natured mischief and trickery.
Kitsune take pleasure in the pursuit of creative arts and in all forms of competition, especially the telling of stories interwoven with tall tales
and falsehoods.

Relations: Kitsune deal well with elves and samsarans, but their reputation as tricksters follows them when they interact with other races.
Many kitsune, particularly those who dwell in mixed-race societies, choose to hide their true natures and pose as humans in public.

Alignment and Religion: Kitsune tend to be neutral, or of alignments with a neutral component. Most kitsune worship the goddess of craftsmanship.

Adventurers: Keenly interested in adding their own names to the myths and legends of explorers and heroes of old, Kitsune adventurers range across the world.

Female Names: Ayaki, Jiyoki, Kyomi, Miyaro, Shinyai, Yulai

Male Names: Chankotu, Imhakaru, Kyrsaku, Namkitu, Yanyeeku
Standard Racial Traits

Ability Score Racial Traits: Kitsune are agile and companionable, but tend to be physically weak. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
Size: Kitsune are Medium creatures and thus have no bonuses or penalties due to their size.
Type: Kitsune are humanoids with the kitsune and shapechanger subtypes.
Base Speed: Kitsune have a base speed of 30 feet.
Languages: Kitsune begin play speaking Common and Sylvan. Kitsune with high Intelligence scores can choose from the following:
any human language, Aklo, Celestial, Elven, Gnome, and Tengu. See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits

Agile (Ex) Kitsune receive a +2 racial bonus on Acrobatics checks.

Magical Racial Traits

Change Shape (Su) A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form
when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +2 racial bonus on Disguise checks made to appear human.
Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores
and can remain in this form indefinitely.
Kitsune Magic (Ex/Sp): Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast.
Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights (caster level equals the kitsune's level)

Offense Racial Traits

Natural Weapons (Ex) In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.

Senses Racial Traits

Low-Light Vision: Kitsune can see twice as far as humans in conditions of dim light.

Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above.
Consult your GM before selecting any of these new options.

Duplicitous: Many kitsune prefer to avoid the attention they often attract from human neighbors and attempt to convince all around them
that they are human. They gain a +2 racial bonus on Bluff and Disguise checks. This racial trait replaces kitsune magic. Source PCS:ISR
Fast Shifter (Su) You were born with an innate talent for switching between your natural forms. Using your racial change shape ability
is a move action instead of a standard action. This racial trait replaces kitsune magic.
Gregarious (Ex) Even among your own kind, your gift for making friends stands out. Whenever you successfully use Diplomacy to win over
an individual, that creature takes a –2 penalty to resist any of your Charisma-based skill checks for the next 24 hours. This racial trait replaces agile.





Dancing Lights

School evocation
CASTING

Casting Time 1 standard action
Components V, S
EFFECT

Range medium (100 ft. + 10 ft./level)
Effect Up to four lights, all within a 10-ft.-radius area
Duration 1 minute (D)
Saving Throw none; Spell Resistance no


DESCRIPTION

Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light),
or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape.
The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required):
forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round.
A light winks out if the distance between you and it exceeds the spell's range.

You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect,
the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.

Dancing lights can be made permanent with a permanency spell.

JackPhoenix
2016-03-11, 05:24 PM
I don't know what does it have with Greeks, but:

Dracotaur have everything dragonborn have, and more. While dragonborn are likely the weakest 5e race, this one is just strictly better...so, nope.

Both versions of Dwerlf...(Dwerlfs? Dwelrves?) seems fine to me. Though I would perhaps switched them...I believe mother's traits should be defining. Also, weapon and tool proficiency are cultural, not inborn, so I think it should be more of a matter of the society they lived in, not a race.

Kitsune is straight up copy of the race from Pathfinder SRD, so It's not relevant to 5e whatsoever.

Sigreid
2016-03-11, 06:35 PM
I've got to admit, I don't understand how these are Greek races.

JoeJ
2016-03-11, 11:33 PM
At the very least, change the name of Kitsune; it's a Japanese word that really doesn't fit in ancient Greece.