ES Curse
2016-05-11, 10:07 AM
Hey guys! I'm homebrewing these races for a campaign setting and would like some opinions on the features I'm including. For balance purposes, know that Elves can turn into CR0 beasts and Dragonborn are aquatic humanoids with spells that can ignore being underwater. (ex. Underwater Flames)
Half-Oni: Few know why Half-Oni exist. As few mortals would actually copulate with an Oni, the more probable cause for these shadow-tainted humans involves using infants and the unborn as pawns or currency in bargains with an Oni. While some of these deals are made by ambitious spellcasters, others are made to save or protect others from an Oni. A lost mother who trades her infant's humanity to guarantee the pair makes it home safely, or a couple who agrees to an Oni's terms to stop attacks on a village are two such examples of this situation.
In the world, Half-Oni are feared and reviled. They have skin tinted in shades of blue, green, or red, with white hair. Their irises are pure black, which can appear almost Oni-like at times. Some develop horns, though these are not useful weapons. Because of their Oni blood, Half-Oni are drawn sorcery and can use spells similar to those employed regularly by full Oni.
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ASI: +2 CHA, +1 INT
Age: Half-Oni live about as long as humans, though many meet violent deaths.
Alignment: A Half-Oni's life is shaped by prejudice and discrimination. Abominations in the eyes of nature and society, many ultimately succumb to evil alignments. Turning their backs on a world that hates them, Half-Oni generally fall into chaotic alignments because they simply do not fit into lawful society.
Size: Half-Oni are Medium creatures
Speed: 30 feet
Darkvision: 60 feet
Shadow Bloodline: You have resistance to necrotic damage
Oni Magic: Your Oni ancestry gives you access to the abilities of a full-blooded Oni, albeit in a lesser form. You may cast the spell "Disguise Self" once per long rest. At 3rd level, you learn one of the following spells: (Darkness, Invisibility, Enlarge/Reduce*, Gaseous Form). You may cast this spell once per long rest. You learn another spell from this list at 5th level with similar restrictions. (* If you choose Enlarge/Reduce, you may only use this spell to enlarge yourself.)
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Boarkin:
To best understand the Boarkin, you should hear the myth of their origin:
"Once upon a time, a hunter and his wife lived in the forest. They lived simply but comfortably, for the woods were teeming with wild vegetation and fresh game. One day, the hunter died fighting a boar, which also died in the struggle. When the hunter's wife found the bodies lying side by side, she noticed her dear husband had been impaled through the heart by the boar's tusk. Desperate to save the hunter from death's embrace, she performed a ritual to replace his heart with that of the boar's. The hunter awoke afterward, but he was almost a different person entirely. His sense of smell became much more acute, his muscles grew thick and powerful, and his appetite was nearly insatiable. Over the course of five years, the hunter's body changed to reflect its new hybrid spirit, especially visible in his snout nose, beady eyes, and large tusks. As his body changed, so did his mind; the hunter forgot how to read, saved less and less food for his wife, and grew increasingly belligerent. Disgusted with his piggish behavior, the wife abandoned her husband and returned to society. The hunter stayed in the forest and began to breed with the very boars he once hunted. Centuries later, legends spoke of his descendants, a race of anthropomorphic boars modeled after the hunter's changed body."
Life among the Boarkin is harsh and violent. They are a martial culture that prides itself on meritocracy and strength. A chieftain only remains in power until a male, with permission from other elders in the tribe, bests him in a fatal duel. Boarkin live for battle, and consider a noble death in combat to be worth a dozen peaceful lifetimes. Many aspects of Boarkin culture reinforce their violent nature, the least of which is a form of no-holds-barred wrestling that serves as both a spectator sport and highlight of their festivities.
Boarkin, despite their harsh tempers, stubbornness, and warrior culture, are quite friendly with other races. They see humans as their natural masters, and instinctively take a servile role in their presence. Individual manifestations of this trait vary, from becoming a noble's hulking bodyguard to being a nanny for human children.
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ASI: +2 STR, +2 CON
Age: Few Boarkin live beyond 60 due to the fatal nature of their politics and their tendency to take huge risks
Alignment: Boarkin span the whole alignment of good and evil, ranging from noble shamans/warriors to marauding bandits or pirates. Boarkin in their own lands lean towards chaos, but those who serve wealthy families or as soldiers/guards are fiercely lawful and loyal to the institutions they uphold.
Size: Civilized Boarkin are Medium creatures. Rumors tell of savage, violent subraces that are larger.
Speed: 30 feet (+10 feet on a Dash action)
Tusks: Boarkin have large tusks which can be used as weapons. Tusk attacks are a type of unarmed strike that deals 1d10 piercing damage.
Pigheaded: Boarkin have advantage on saving throws vs spells that charm, frighten, or otherwise influence the Boarkin's feelings/opinions/judgement
Snout: Boarkin have an amazing sense of smell. You have advantage on Wisdom (Perception), Intelligence (Investigation), and Wisdom (Nature) to find and follow tracks made in the last week. If the creature does not have a distinct smell, such as many constructs, or has never been encountered by you, this bonus does not apply.
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Half-Oni: Few know why Half-Oni exist. As few mortals would actually copulate with an Oni, the more probable cause for these shadow-tainted humans involves using infants and the unborn as pawns or currency in bargains with an Oni. While some of these deals are made by ambitious spellcasters, others are made to save or protect others from an Oni. A lost mother who trades her infant's humanity to guarantee the pair makes it home safely, or a couple who agrees to an Oni's terms to stop attacks on a village are two such examples of this situation.
In the world, Half-Oni are feared and reviled. They have skin tinted in shades of blue, green, or red, with white hair. Their irises are pure black, which can appear almost Oni-like at times. Some develop horns, though these are not useful weapons. Because of their Oni blood, Half-Oni are drawn sorcery and can use spells similar to those employed regularly by full Oni.
----------
ASI: +2 CHA, +1 INT
Age: Half-Oni live about as long as humans, though many meet violent deaths.
Alignment: A Half-Oni's life is shaped by prejudice and discrimination. Abominations in the eyes of nature and society, many ultimately succumb to evil alignments. Turning their backs on a world that hates them, Half-Oni generally fall into chaotic alignments because they simply do not fit into lawful society.
Size: Half-Oni are Medium creatures
Speed: 30 feet
Darkvision: 60 feet
Shadow Bloodline: You have resistance to necrotic damage
Oni Magic: Your Oni ancestry gives you access to the abilities of a full-blooded Oni, albeit in a lesser form. You may cast the spell "Disguise Self" once per long rest. At 3rd level, you learn one of the following spells: (Darkness, Invisibility, Enlarge/Reduce*, Gaseous Form). You may cast this spell once per long rest. You learn another spell from this list at 5th level with similar restrictions. (* If you choose Enlarge/Reduce, you may only use this spell to enlarge yourself.)
----------
Boarkin:
To best understand the Boarkin, you should hear the myth of their origin:
"Once upon a time, a hunter and his wife lived in the forest. They lived simply but comfortably, for the woods were teeming with wild vegetation and fresh game. One day, the hunter died fighting a boar, which also died in the struggle. When the hunter's wife found the bodies lying side by side, she noticed her dear husband had been impaled through the heart by the boar's tusk. Desperate to save the hunter from death's embrace, she performed a ritual to replace his heart with that of the boar's. The hunter awoke afterward, but he was almost a different person entirely. His sense of smell became much more acute, his muscles grew thick and powerful, and his appetite was nearly insatiable. Over the course of five years, the hunter's body changed to reflect its new hybrid spirit, especially visible in his snout nose, beady eyes, and large tusks. As his body changed, so did his mind; the hunter forgot how to read, saved less and less food for his wife, and grew increasingly belligerent. Disgusted with his piggish behavior, the wife abandoned her husband and returned to society. The hunter stayed in the forest and began to breed with the very boars he once hunted. Centuries later, legends spoke of his descendants, a race of anthropomorphic boars modeled after the hunter's changed body."
Life among the Boarkin is harsh and violent. They are a martial culture that prides itself on meritocracy and strength. A chieftain only remains in power until a male, with permission from other elders in the tribe, bests him in a fatal duel. Boarkin live for battle, and consider a noble death in combat to be worth a dozen peaceful lifetimes. Many aspects of Boarkin culture reinforce their violent nature, the least of which is a form of no-holds-barred wrestling that serves as both a spectator sport and highlight of their festivities.
Boarkin, despite their harsh tempers, stubbornness, and warrior culture, are quite friendly with other races. They see humans as their natural masters, and instinctively take a servile role in their presence. Individual manifestations of this trait vary, from becoming a noble's hulking bodyguard to being a nanny for human children.
----------
ASI: +2 STR, +2 CON
Age: Few Boarkin live beyond 60 due to the fatal nature of their politics and their tendency to take huge risks
Alignment: Boarkin span the whole alignment of good and evil, ranging from noble shamans/warriors to marauding bandits or pirates. Boarkin in their own lands lean towards chaos, but those who serve wealthy families or as soldiers/guards are fiercely lawful and loyal to the institutions they uphold.
Size: Civilized Boarkin are Medium creatures. Rumors tell of savage, violent subraces that are larger.
Speed: 30 feet (+10 feet on a Dash action)
Tusks: Boarkin have large tusks which can be used as weapons. Tusk attacks are a type of unarmed strike that deals 1d10 piercing damage.
Pigheaded: Boarkin have advantage on saving throws vs spells that charm, frighten, or otherwise influence the Boarkin's feelings/opinions/judgement
Snout: Boarkin have an amazing sense of smell. You have advantage on Wisdom (Perception), Intelligence (Investigation), and Wisdom (Nature) to find and follow tracks made in the last week. If the creature does not have a distinct smell, such as many constructs, or has never been encountered by you, this bonus does not apply.
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