Protato
2018-08-07, 12:27 PM
I've seen a few Gnoll homebrew races before but for fun, I thought I'd take a crack at it. This is probably pretty strong, yes, but I'm hoping not too fundamentally imbalanced. I took elements from different Gnoll enemies and put them into each subrace to try and make them feel distinct, and I hope I did a good job with it.
Gnoll and subraces
Gnolls are group of hyena-men descended from demons. They're a common threat, and a base scavenger. Most have little sense of reason due to living in small tribes that worship of the vicious god Yeenohghu, who commands them to rape, pillage, and burn their way across the lands. Murder isn't so much something that a Gnoll does - its a way of life. However, in the rare event that a Gnoll manages to break from their tribe's brainwashing, or their tribe needs an ambassador to act in their interest, a Gnoll can be a surprising companion. Those that still follow their tribe's customs are still known for being fickle and violent, but those that no longer worship Yeenohghu are as capable and reliable as any other species of man, and these rare individuals are sought after commonly as they are well known for receiving martial training in their time living with their tribe. Sadly, Gnolls do not live live very long. They reach maturity around the age of three but even if they do not succumb to the maladies of disease or violence, they tend to not live longer than thirty years. They tend to weigh around 300 pounds (~135KG) and are around 7ft. tall (~2 meters) in most cases.
Gnoll Traits
Ability Score Increase: Your Strength and Constitution increase by 1.
Speed: 30ft.
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.
Rampage: When you reduce a creature's hit points to 0 or get a critical hit on a creature, you may move up to half your speed and make a bite attack as a bonus action.
Bite: Your teeth are natural weapons, 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.
Language: Common and Gnoll.
Striped Gnoll (Flind)
Ability Score Increase: Your Constitution increases by 1.
Flind Wielder: You gain proficiency in Flails.
Flind Strike: As a bonus action, you can make an additional melee weapon attack on your turn once per short rest.
Yeenohghu's Favor: When you make a melee weapon attack, you may add one of the following effects to it upon a hit: Add 1d6 Psychic damage. Alternatively, the enemy must make a Constitution saving throw or be Stunned until the end of its next turn. Alternatively, force an enemy to make a Wisdom saving throw. On a failed save, the target must take a single melee attack against a random target within its reach at the start of its next turn. Your DC for these effects is 8 + Proficiency Bonus + Constitution modifier. Once you use this trait, you cannot use it again until you finish a short rest.
Spotted Gnoll
Ability Score Increase: Your Strength score increases by 1.
Incite Rampage: When you make use of your Rampage feature, a number of creatures within 30ft. of you equal to your Charisma modifier (a minimum of 1) may use their reaction to move up to half of their movement speed. This feature may be used once per long rest.
Sudden Rush: When you dash, you do not provoke attacks of opportunity.
Fangs of Yeenohghu: When you use your bite attack, you can choose to inflict 2d6 poison damage in addition to the standard damage up to twice per short rest.
Gnoll and subraces
Gnolls are group of hyena-men descended from demons. They're a common threat, and a base scavenger. Most have little sense of reason due to living in small tribes that worship of the vicious god Yeenohghu, who commands them to rape, pillage, and burn their way across the lands. Murder isn't so much something that a Gnoll does - its a way of life. However, in the rare event that a Gnoll manages to break from their tribe's brainwashing, or their tribe needs an ambassador to act in their interest, a Gnoll can be a surprising companion. Those that still follow their tribe's customs are still known for being fickle and violent, but those that no longer worship Yeenohghu are as capable and reliable as any other species of man, and these rare individuals are sought after commonly as they are well known for receiving martial training in their time living with their tribe. Sadly, Gnolls do not live live very long. They reach maturity around the age of three but even if they do not succumb to the maladies of disease or violence, they tend to not live longer than thirty years. They tend to weigh around 300 pounds (~135KG) and are around 7ft. tall (~2 meters) in most cases.
Gnoll Traits
Ability Score Increase: Your Strength and Constitution increase by 1.
Speed: 30ft.
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.
Rampage: When you reduce a creature's hit points to 0 or get a critical hit on a creature, you may move up to half your speed and make a bite attack as a bonus action.
Bite: Your teeth are natural weapons, 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.
Language: Common and Gnoll.
Striped Gnoll (Flind)
Ability Score Increase: Your Constitution increases by 1.
Flind Wielder: You gain proficiency in Flails.
Flind Strike: As a bonus action, you can make an additional melee weapon attack on your turn once per short rest.
Yeenohghu's Favor: When you make a melee weapon attack, you may add one of the following effects to it upon a hit: Add 1d6 Psychic damage. Alternatively, the enemy must make a Constitution saving throw or be Stunned until the end of its next turn. Alternatively, force an enemy to make a Wisdom saving throw. On a failed save, the target must take a single melee attack against a random target within its reach at the start of its next turn. Your DC for these effects is 8 + Proficiency Bonus + Constitution modifier. Once you use this trait, you cannot use it again until you finish a short rest.
Spotted Gnoll
Ability Score Increase: Your Strength score increases by 1.
Incite Rampage: When you make use of your Rampage feature, a number of creatures within 30ft. of you equal to your Charisma modifier (a minimum of 1) may use their reaction to move up to half of their movement speed. This feature may be used once per long rest.
Sudden Rush: When you dash, you do not provoke attacks of opportunity.
Fangs of Yeenohghu: When you use your bite attack, you can choose to inflict 2d6 poison damage in addition to the standard damage up to twice per short rest.