PDA

View Full Version : D&D 5e/Next Cephalofolk Race (Human-Squid Hybrid)



Requilac
2018-10-02, 12:35 AM
Greetings playground! A while ago I was looking through a thread in the 5e sub forum that was discussing ideas for what 5e's next aquatic race (http://www.giantitp.com/forums/showthread.php?559251-The-missing-playable-aquatic-race) should be. Surprisingly enough, several people wanted a sort of anthropomorphic cephalopod race. I thought this idea had some promise to it, so I brewed up the stats for a cephalofolk race. I will not go into great detail about culture, because that is such a campaign specific thing, and will instead focus more on the mechanical side of things. You can view my project in either of the documents below.

Homebrewery: http://homebrewery.naturalcrit.com/share/ByWhkqdx9m

Google Doc: https://docs.google.com/document/d/1uNpNNpoavRuoq1eVqaobaAjBN7XBvk1PF8_aKRwWht0/edit?usp=sharing

nickl_2000
2018-10-02, 07:05 AM
Overall I like it, but I think the tentacles is to much.

There are no official races that get 1d6 as a natural weapon (although I'm not really worried about that), but the bonus action grapple automatically seems like to much over all. You are effectively giving the race a better version of the tavern brawler feat as part of a racial bonus.


I would suggest you make it something like they have advantage verses disarm attempts or advantage on climbing checks or something else that is more fluff and less combat focused.

Requilac
2018-10-04, 12:38 AM
Overall I like it, but I think the tentacles is to much.

There are no official races that get 1d6 as a natural weapon (although I'm not really worried about that), but the bonus action grapple automatically seems like to much over all. You are effectively giving the race a better version of the tavern brawler feat as part of a racial bonus.


I would suggest you make it something like they have advantage verses disarm attempts or advantage on climbing checks or something else that is more fluff and less combat focused.

Slight correction, lizardfolk from VGtM do have a natural weapon that deals 1d6 damage. I do agree that the tentacles are a little overpowered though. I will simply have them do 1d4 damage and remove the clause about grappling. The race is already powerful enough as is and doesn't need any more exploration based features.

theafterglowave
2018-10-08, 01:48 PM
I really think it sounds fun!

Nifft
2018-10-08, 01:58 PM
Instead of acting as a natural weapon, the tentacles could just be helpful mage hand / unseen servant replacements.

Something like...


https://preview.ibb.co/cAKm3p/shinryaku_ika_musume_4_by_madwulf_d30t6h9.png (https://ibb.co/cJ2jpU)