Amdy_vill
2017-12-06, 07:43 AM
these are some 5e custom races i have been working on. I was wondering if the playgrounds could look at them and see if they're balanced
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 meet a Carib will change sub race. all Carib starts as having the well feed sub race. You can only have one sub race at a time.
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 or 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
A DC 18 perception check must be made to determine you are not a half elf
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
You no longer add a proficiency bonus to anything
A DC 15 perception check must be made to determine you are not a half elf
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
You have +2 on attack rolls and damage
Bite and claws: your bite and claw attacks now deal 1d8 damage
You no longer add a proficiency bonus to anything
A DC 10 perception check must be made to determine you are not a half elf
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 that you have eatins abilities. The ability is up to DM discretion
this fades after 24 hours. you then have the well feed sub race
Legendary feed: when you eat a legendary creature you may gain a legendary resistance or action. The resistance or action is up to DM discretion
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. You can cast this spell with the stat the creature would have used or if you are a spell caster you can cast it as if you know the spell. If you are not a spell caster you gain 3 spell slots of that spell level. The spell you get is up to DM discretion
Bear folk
+2 con
Size: medium. they range between 69 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 bear
+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
Bat Folk
+2 dex +1 wis
Size: medium. The range between 59 to 82 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 cant use its 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.
Ape folk
+2 str +1 dex
Size: medium. The range between 59 to 82 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.
Elephants folk
+1 str +2 wis
Size: medium. The range between 79 to 82 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
Sloth Folk
+2 con +1 wis
Size: medium. The range between 59 to 82 ft
10 Ft walk speed
Sloth speed: once per sort rest you can give your self a bursted of speed. you can make a action to have 60t. if you use this action you cant don anything else. This lasted three rounds. after you gain a paint of exhaustion
Fist: you are proficient with Unarmed Combat which deal 1d4 slashing damage on a hit
Animal Talent: You have proficiency in the Perception and stealth 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.
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 meet a Carib will change sub race. all Carib starts as having the well feed sub race. You can only have one sub race at a time.
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 or 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
A DC 18 perception check must be made to determine you are not a half elf
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
You no longer add a proficiency bonus to anything
A DC 15 perception check must be made to determine you are not a half elf
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
You have +2 on attack rolls and damage
Bite and claws: your bite and claw attacks now deal 1d8 damage
You no longer add a proficiency bonus to anything
A DC 10 perception check must be made to determine you are not a half elf
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 that you have eatins abilities. The ability is up to DM discretion
this fades after 24 hours. you then have the well feed sub race
Legendary feed: when you eat a legendary creature you may gain a legendary resistance or action. The resistance or action is up to DM discretion
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. You can cast this spell with the stat the creature would have used or if you are a spell caster you can cast it as if you know the spell. If you are not a spell caster you gain 3 spell slots of that spell level. The spell you get is up to DM discretion
Bear folk
+2 con
Size: medium. they range between 69 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 bear
+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
Bat Folk
+2 dex +1 wis
Size: medium. The range between 59 to 82 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 cant use its 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.
Ape folk
+2 str +1 dex
Size: medium. The range between 59 to 82 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.
Elephants folk
+1 str +2 wis
Size: medium. The range between 79 to 82 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
Sloth Folk
+2 con +1 wis
Size: medium. The range between 59 to 82 ft
10 Ft walk speed
Sloth speed: once per sort rest you can give your self a bursted of speed. you can make a action to have 60t. if you use this action you cant don anything else. This lasted three rounds. after you gain a paint of exhaustion
Fist: you are proficient with Unarmed Combat which deal 1d4 slashing damage on a hit
Animal Talent: You have proficiency in the Perception and stealth 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.