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Amdy_vill
2017-06-28, 08:31 AM
I have been working on these races for awhile so I want to see what people think of them.


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 6’9 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 5’9 to 8’2 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 can’t use it’s 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 5’9 to 8’2 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 7’9 to 8’2 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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