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View Full Version : D&D 5e/Next [New Race Overpower???] Diluted blood of merfolk (the Half-merfolk aka Neptunian)



SkyFury
2016-09-01, 03:26 AM
Neptunian

Traits
Your neptunian character has a number of traits in common with other members of this race.

Ability Score Increase
Your Charisma score increases by 1

Age
Neptunian mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years.

Alignment
Most neptunian are neutral, though depended on their lineage gifted of Emeria and Cosi creeds which have chaotic leanings.

Size
Neptunian are about the same size and build as humans. Your size is Medium.

Speed
Your base walking speed is 30 feet. *You also have base swimming speed of 30 feet from Merfolk Capabilities*

Darkvision
Thanks to your merfolk blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of 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.

Merfolk Capabilities
You can breathe air through nostrils and breathe water through hair. Your swimming speed is 30.

Languages
You can speak, read, and write Common, Merfolk, and one extra language of your choice.

Lineage Gift
The merfolk race is divided into three creeds and also thier lineage of neptunian, founded on the principles of Emeria (wind), Ula(water), and Cosi (the trickster). Neptunian is born with gifts of the creed of their parents, in rare case that parents did not belong in any creed, their heir have to found the gift by themselves.

Emeria (Wind) Gifted
Merfolk who followed Emeria’s creed seek wisdom and truth in the Wind Realm, exploring the mystical forces—rather than natural causes—behind historical events. They are evasive and intentionally enigmatic in their interactions with others, and are often described as manipulative and deceptive.
Ability Score Increase.
Your Wisdom score increases by 2.
Wind Creed Manipulation.
You have proficiency in the Deception and Persuasion skills.
Essence of Gale
You know the Prestidigitation cantrip.
When you reach 3th level, you can cast the Gust of Wind spell once per day.
When you reach 5th level, you can also cast the Wind Wall spell once per day.
Wisdom is your spellcasting ability for it.

Ula (Water) Gifted
Ula-creed merfolk emphasize intellectual pursuits, stressing hard evidence and reason over passion. They are analytical scholars, chroniclers, explorers, and navigators who pride themselves on being blunt and straightforward.
Ability Score Increase.
Your Intelligence score increases by 2.
Water Creed Navigation.
You have proficiency with navigator’s tools and in the Survival skill.
Essence of Storm
You know the Shocking Grasp cantrip.
When you reach 5th level, you can also cast the Witch Bolt spell once per day.
Intelligence is your spellcasting ability for it.

Cosi (Trickster) Gifted
No merfolk will openly admit to following the creed of the trickster, but those who do view Cosi as an ally who can grant them control over the chaotic forces of the world.
Ability Score Increase.
Your Charisma score increases by an additional 1 (for a total of 2), and your Intelligence score increases by 1.
Creed of the Trickster.
You have proficiency in the Sleight of Hand and Stealth skills.
Essence of Cloud
You know the Minor Illusion cantrip.
When you reach 5th level, you can also cast the Fog Cloud spell once per day.
Charisma is your spellcasting ability for it.


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This race is basically melfolks with advantage on land.
I also have ideas of 'Hydromancer and Electromancer' for this race
but let me gathering information from their former feats from merfolk


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JNAProductions
2016-09-03, 12:31 AM
Right, this race seems pretty much balanced. Might be a touch too much, but compared to Half-Elf, it seems fine.

One thing, though, is you breathe air through your nostril (not nostrils, so apparently you're a noseclops) and water through your hair? Is... Is there a reason for that?

Amnoriath
2016-09-03, 09:11 AM
Neptunian

Traits
Your neptunian character has a number of traits in common with other members of this race.

Ability Score Increase
Your Charisma score increases by 1

Age
Neptunian mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years.

Alignment
Most neptunian are neutral, though depended on their lineage gifted of Emeria and Cosi creeds which have chaotic leanings.

Size
Neptunian are about the same size and build as humans. Your size is Medium.

Speed
Your base walking speed is 30 feet. *You also have base swimming speed of 30 feet from Merfolk Capabilities*

Darkvision
Thanks to your merfolk blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of 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.

Merfolk Capabilities
You can breathe air through nostril and breathe water through hair. Your swimming speed is 30.

Languages
You can speak, read, and write Common, Merfolk, and one extra language of your choice.

Lineage Gift
The merfolk race is divided into three creeds and also thier lineage of neptunian, founded on the principles of Emeria (wind), Ula(water), and Cosi (the trickster). Neptunian is born with gifts of the creed of their parents, in rare case that parents did not belong in any creed, their heir have to found the gift by themselves.

Emeria (Wind) Gifted
Merfolk who followed Emeria’s creed seek wisdom and truth in the Wind Realm, exploring the mystical forces—rather than natural causes—behind historical events. They are evasive and intentionally enigmatic in their interactions with others, and are often described as manipulative and deceptive.
Ability Score Increase.
Your Wisdom score increases by 2.
Wind Creed Manipulation.
You have proficiency in the Deception and Persuasion skills.
Essence of Gale
You know the Prestidigitation cantrip.
When you reach 3th level, you can cast the Gust of Wind spell once per day.
When you reach 5th level, you can also cast the Wind Wall spell once per day.
Wisdom is your spellcasting ability for it.

Ula (Water) Gifted
Ula-creed merfolk emphasize intellectual pursuits, stressing hard evidence and reason over passion. They are analytical scholars, chroniclers, explorers, and navigators who pride themselves on being blunt and straightforward.
Ability Score Increase.
Your Intelligence score increases by 2.
Water Creed Navigation.
You have proficiency with navigator’s tools and in the Survival skill.
Essence of Storm
You know the Shocking Grasp cantrip.
When you reach 5th level, you can also cast the Witch Bolt spell once per day.
Intelligence is your spellcasting ability for it.

Cosi (Trickster) Gifted
No merfolk will openly admit to following the creed of the trickster, but those who do view Cosi as an ally who can grant them control over the chaotic forces of the world.
Ability Score Increase.
Your Charisma score increases by an additional 1 (for a total of 2), and your Intelligence score increases by 1.
Creed of the Trickster.
You have proficiency in the Sleight of Hand and Stealth skills.
Essence of Cloud
You know the Minor Illusion cantrip.
When you reach 5th level, you can also cast the Fog Cloud spell once per day.
Charisma is your spellcasting ability for it.


------------------------------

This race is basically melfolks with advantage on land.
I also have ideas of 'Hydromancer and Electromancer' for this race
but let me gathering information from their former feats from merfolk


------------------------------

You have great flavor that ties in well with what you have. The Emeria line is clearly the better choice having more spells, higher level spells, as well as the better stat and proficiencies. In general giving two proficiencies gives a good base for a jack of all trades but with racial spells and complete water adaptation is way too versatile when compared to other races.

SkyFury
2016-09-04, 01:08 PM
Right, this race seems pretty much balanced. Might be a touch too much, but compared to Half-Elf, it seems fine.

One thing, though, is you breathe air through your nostril (not nostrils, so apparently you're a noseclops) and water through your hair? Is... Is there a reason for that?

Thank you for grammar correction with my appreciate :)

That was just a little fancy information for using the difference organ for breathing.

JNAProductions
2016-09-04, 09:27 PM
Thank you for grammar correction with my appreciate :)

That was just a little fancy information for using the difference organ for breathing.

Hair is... Um... Not an organ.