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View Full Version : D&D 5e/Next Custom Faun and Minotaur Races: How busted are they?



RedWarlock
2017-11-03, 12:37 AM
How do these look? Came up with them (mostly scavenging from the Lizardfolk and Elf descriptions) during a character-building session last weekend.

The Faun is a deer-centaur (basically inspired by the Keepers/Dryads from Warcraft, as a common reference for both myself and my player).

Faun
Your faun character has the following racial traits.

Ability Score Increase. Your Wisdom score increases by 2, and your Dexterity score increases by 1.
Age. Fauns reach maturity around age 60 and often live to 1200 years.
Size. Fauns have slender builds, but stand tall, from 6 to over 7 feet. Your size is Medium.
Speed. Your base walking speed is 40 feet.
Darkvision. Accustomed to twilit forests and the night sky, 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 were dim light. You can’t discern color in darkness, only shades of gray.
Tauric Body. You have advantage on Strength saves and Athletics checks that would be made easier by your deer-like lower body.
Raised in the Forests. You gain proficiency in Survival.
Languages. You can speak, read, and write Common and Elvish.
Natural Armor. You have tough, furry hide. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Minotaur
Your minotaur character has the following racial traits.

Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.
Age. Minotaurs reach maturity around age 15 and rarely live longer than 70 years.
Size. Minotaurs are a little bulkier and taller than humans, and their horns often knock into architecture scaled to humans and other shorter races. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your underground ancestry, 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 were dim light. You can’t discern color in darkness, only shades of gray.
Gore. Your horns are a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Charge. If you move at least 10 feet straight toward a target and then hit it with a gore attack on the same turn, the target takes an extra 1d6 piercing damage. If the target is a creature, it must succeed on a Strength saving throw (DC 10 + your Str modifier) or be pushed up to 10 feet away and knocked prone.
Labyrinthine Recall. Any minotaur can perfectly recall any path it has traveled. You gain advantage on any check to navigate known terrain and trace your own steps.
Wilderness Lore. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
Languages. You can speak, read, and write Common.
Natural Armor. You have tough, furry hide. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.