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Lhurgyof
2019-04-12, 02:53 AM
Looking for some feedback on a growing list of races I have for player characters in a 3.5 gameworld I'm working to make. Here's a run-down of them and their racials, along with my ideas behind them:

Arakocra
Aarakocra are avian humanoids that resemble large, upright vultures. They stand between just under five feet tall to a little over six feet. They noticeably hunch over, however, so if one were to stand fully upright they can end up towering over most humans. They have a bony chestplate, a large beak, and sharp talons. Their plumage varies greatly in color, from dark browns and blacks to gold or snowy white tones. Many different tribes can tell themselves apart from one another due to the color of their feathers. Aarakocra are generally kind and enjoy the freedom of the skies. In fact, many are claustrophobic and hate being in small enclosed places. They mostly make their homes in mountainous villages, though some do make homes in the cities of towns of Amar.

Aarakocra Racial Traits

-2 Strength, +2 Dexterity, -2 Constitution, +2 Wisdom: Aaracokra's light builds make them quick and nimble, though they are not quite as strong or tough as humans. Aarakocra are also quite inquisitive and introspective.
Humanoid: Aarakocra are humanoids.
Aarakocra base land speed is 30 feet.
Wing-Aided Movement: Aarakocra can use their wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Aarakocra glide at a speed of 40 feet (average maneuverability). Even if an aarakocra's maneuverability improves, she can't hover while gliding. An aarakocra can't glide while carrying a medium or heavy load. If an aarakocra becomes unconscious or helpless while in midair, her wings naturally unfurl and powerful ligaments stiffen the wings. The aarakocra descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.
Flight: When an aarakocra reaches 5 Hit Dice, she becomes able to fly at a speed of 40 feet (average maneuverability). An aarakocra can't fly while carrying a medium or heavy load or while fatigued or exhausted. Aarakocra can safely fly for a number of rounds equal to their Constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they're fatigued at the end of the flight. Aarakocra are likewise fatigued after spending a total of more than 10 minutes per day flying. Because aarakocra can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued). When they reach 10 Hit Dice, aarakocra have enough stamina and prowess to fly for longer periods. They can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion than walking or running. An aarakocra with flight can make a dive attack. A dive attack works like a charge, but the aarakocra must move a minimum of 30 feet and descend at least 10 feet. An aarakocra can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage. An aarakocra with flight can use the run action while flying, provided she flies in a straight line.
Bony Plates: An aarakocra has a +1 natural armor bonus.
Natural Weapons: An aarakocra can attack with its talons and its bite. An aarakocra's talons are its primary attack, dealing 1d3 damage each, while her bite attack is made as a secondary attack dealing 1d4 damage.
Keen Senses: An aarakocra's keen sight gives it a +4 bonus on spot and search checks.
Pact of the Windlords: Because of an ancient bargain Aarakocra made with powerful air elementals, aarakocran spellcasters cast spells with the air descriptor at +1 caster level.
Claustrophobia: When squeezing through a space or being grappled an aarakocra is shaken. Being trapped in tight quarters for extended periods of time may also bring up their racial claustrophobia. This fear persists for 1d4 rounds after the aarakocra is free.
Automatic Languages: Common and Aarakocra. Bonus Languages: Auran, Celestial, Draconic, Elven, Gnomish, Sylvan.


I basically ripped off the flight and glide abilities straight from the raptorans (I felt that their flight was really balanced comparatively), and I gave them some avian-themed racial abilities. The claustrophobia is designed to not be ridiculous to the point of stopping an aarakocra from adventuring or dungeon delving, but to give enough of a penalty for them to try and avoid being grabbed or squeezing through a space.


Blue
Blues are a race of goblinoids that have acquired a gift for psionics. Blues are generally reclusive and live in small communities of their own kind away from others, though many have integrated into society where they are accepted more than other goblinoids due to their keen intellect and civilized nature. Their name is derived from the blue tinge to their hair and their blueish-gray skin. Their eyes are much less dull than goblins, usually including tones of blue. They are generally smaller than their goblin cousins, around 3 feet tall and 40 pounds.

Blue Racial Traits

-2 Strength, +2 Intelligence, -2 Charisma: Blues are relatively weak and awkward, though they are highly intelligent compared to other humanoids.
Humanoid (Goblinoid, Psionic): Blues are humanoids with the Goblinoid and Psionic sub-types.
Small: Blues are small creatures, and they get a +1 size bonus on armor class, attack rolls, a +4 bonus on hide checks, a -4 penalty on grapple checks, and have a carrying capacity 3/4 that of a medium sized creature of the same strength.
Blue base land speed is 30 feet.
Darkvision: Blues can see 60 feet in the dark. Darkvision is in black and white.
Naturally Psionic: Blues gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
+4 bonus on Move Silently checks and Ride checks: Blues are naturally stealthy and are trained from a young age to ride.
Automatic Languages: Common and Goblin. Bonus Languages: Bullywi, Draconic, Elven, Giant, Gnoll, Orc, Terran.



Blue was a race located in the XPH that I felt got the short end of the stick. It had pretty sub-par racials and a LA of +1 to boot! I wanted to be weary of making a race that will favor a casting class to powerful, but I feel like the extra power points, uneven stat bonuses, and slight skill boosts are pretty tame. Perhaps maybe even a little underpowered? I'm not sure.


Bullywug
Bullywugs are frog-like amphibious humanoids with green, gray, or yellow mottled skin. They lack no hair, and their eyes are yellowish, orange, or amber with horizontal pupils. They have long, flicking tongues that give them distinct accents when speaking common and other languages. They range highly in size, from 5 to 7 feet and 100 to 300 pounds. Their heads and torsos are wide, and their feet webbed.

Bullywug Racial Traits

+2 Constitution, -2 Charisma: Bullywugs are quite tough and hardy, though they lack a strong understanding of outside cultures and norms.
Humanoid (Aquatic): Bullywugs are humanoids with the aquatic subtype.
Bullywug base land speed is 30 ft. They have a 30 ft. swim speed. This swim speed grants them a +8 bonus on swim checks, and a Bullywug never needs to make a swim check to move in still water.
Amphibious: Bullywugs can breathe water as easily as they breath air.
Slimy: Bullywug's skin is covered in a slime coat, granting them a +4 bonus on escape artist checks and opposed checks to escape or resist grapples.
Leap: Bullywugs are renowned jumpers, they have a +4 bonus on jump checks.
Camoflauge: When within marshes, forests, swamps, or standing water, a bullywug receives a +8 bonus on hide checks.
Tough Skin: Bullywugs have a +1 natural armor bonus.
Automatic Languages: Common and Bullywi. Bonus Languages: Aquan, Draconic, Terran, Undercommon


Not much to say here I think. I really like the idea behind an amphibious race and I felt like Bullywugs are a little less evil and less well-known than kuo-toa. Having a swim speed is pretty, while the slimy bonus is pretty decent. The skill bonuses are pretty on-par, though being amphibious and the +1 NA is pretty powerful. Perhaps I could change the stats to -2 Dex, +2 Con, -2 Cha to help balance it out but I'm not too sure.

Dwarf, Glacier
Glacier Dwarves are a subrace of dwarf that has moved north and acclimated to vast cavernous cities carved into ice and glaciers. Glacier dwarves look similar to other dwarves, and to a casual observer that they appear nearly identical, much to the chagrin of both races. Glacier dwarves tend to be slightly taller and huskier than other dwarves with blonde, copper, or white hair. Glacier dwarves are notable for their mastery of blue ice - a material as strong as steel but used to create much sharper blades.

Glacier Dwarf Racial Traits

+2 Constitution, -2 Charisma: Glacier dwarves share the physical bulk of other dwarves and the latent issues of socializing with outsiders.
Dwarf base land speed is 20 feet. However, glacier dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Darkvision: Glacier dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight.
Icecunning: Glacier dwarves gain a +2 racial bonus on Search checks to notice unusual construction or hazards in ice and snow. This includes traps of ice or snow, and natural or supernatural hazards such as thin ice or blood snow. A glacier dwarf who merely comes within 10 feet of unusual ice construction or hazards can make a Search check as if he were actively searching, and a glacier dwarf can use Search to find ice or snow traps as a rogue can.
+2 racial bonus on Appraise and Craft checks that are related to snow, ice, or special frostfell materials.
Cold Endurance: Glacier dwarves receive Cold Endurance as a bonus feat.
Ice Mastery: Glacier dwarves are at home in icy environments and have honed their grip and poise. They get a +4 bonus on balance checks, climb checks, grapple checks, and on opposed checks to avoid being tripped.
Pact of the Frostfell: Glacier dwarves cast spells with the [Cold] descriptor at +1 CL. They manifest powers with the cold subtype at +1 ML.
Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.


Another flavor of dwarf. I felt like the abilities of the glacier dwarf in Frostburn were pretty lackluster, so I hope that this iteration puts it more on-par with the PHB races.

Githyanki
The Githyanki (or Gith for short) are a race of orderly humanoids whom's past is shrouded in mystery. Nobody is really sure what the origins of the gith are, but they seemed to arrive to Amar some time ago - longer ago than even the oldest elf can remember. They are tall, slim humanoids with silvery, green, or yellowish skin. They have gaunt faces and pointed ears, with sunken yellowish eyes. Their hair color comes in the same colors common among humans, though they often seem to have brown, orange, or black hair.

Githyanki Racial Traits

+2 Dexterity, -2 Wisdom: Githyanki are agile, but tend to be haughty and impatient.
Medium: As Medium creatures, githyanki have no special bonuses or penalties due to their size.
Githyanki base land speed is 30 feet.
Darkvision out to 60 feet.
Psi-like Abilities: 1/day - Prescience, Offensive. Manifester Level is equal to 1/2 HD (minimum 1st).
Exquisite Craft: Githyanki are renowned for their aptitude in crafting beautiful and deadly arms and armor. They receive a +4 bonus on craft (armorsmithing) and any craft checks to create weapons (blacksmithing, arrow fletching, etc). In addition, they carry with them knowledge on how to craft exquisite pieces from silver- most notably the silver swords they are known for. A githyanki receives an additional +2 bonus on any appraise or craft checks relating to silver.
Psionic Resistance: Githyanki receive a +1 bonus on saving throws against spells, spell-like abilities, powers, and psi-like abilities. In addition, they receive an additional +2 bonus on saving throws against mind-affecting effects. Githyanki seem to have developed a natural resistance to psionics and their minds are hard to sway.
Automatic Languages: Common, Gith. Bonus Languages: Abyssal, Celestial, Draconic, Infernal, Undercommon, Yuan-ti.


Trying to down-power a race like Githyanki was pretty fun. Hopefully I hit the mark and kept their flavor here.

Gnarls
Gnarls are half-gnolls. They have the strength and ferocity of a gnoll, but are less dull witted and much more socially accepted than their gnoll brothers. Gnarls stand between 5' 6" and 6' 8", though this is mostly due to their hunched posture. When a gnarl stands upright they tower over most races, between 6' and 7' 2" or so. Their skin is covered in a fur that ranges from golden to darker browns and blacks. Their eyes are usually darker colors such as browns and reds, though yellows and oranges are also seen.

Gnarl Racial Traits:

+2 Strength, -2 Charisma. Gnarls are very strong, but tend to lack manners.
Humanoid (Gnoll): Gnarls are Humanoids with the Gnoll subtype.
Medium: Gnarls are medium-sized characters.
Darkvision: Gnarls can see 60 feet in the dark. Darkvision is in black and white.
Ferocity: Gnarls receive a +4 racial bonus on Intimidate checks. In addition, they may chose to use their strength modifier for intimidate checks instead of their charisma bonus if they wish.
Tough Hide: Gnarls receive a +1 natural armor bonus.
Gnarl Tenacity: Gnarls receive Toughness and Diehard as bonus feats.
Automatic Languages: Common, Gnoll. Bonus Languages: Draconic, Elven, Goblin, Halfling, Orc.


Designing a bsf-type race is pretty straight forward. I hope I did a "half-gnoll" justice here with their ferocity and tenacity. +1 natural armor is also gravy, but I hope not too powerful. Toughness and Diehard bight be a bit much, but both feats are pretty weak in the grand scheme of things.


Half-Nymph
Half-Nymphs are the offspring of Nymphs and humans, elves, or half-elves. Though rare, they make up a considerable population of Carmerth. Half-nymphs are beautiful humanoids with a strong connection to nature. They stand between four and a half to five and a half feet tall with small builds. Their hair ranges from golden like fields of wheat to dull brown like the bark of trees. Their eyes are usually hazel or a bright blue, and their skin can take on dull green or brown hues, though skin as white as snow is also common.

Half-Nymph Racial Traits

-2 Strength, -2 Wisdom, +2 Charisma: While beautiful, half-nymphs are weaker than their human parents and always have their heads in the clouds.
Fey: As a fey creature, the half-nymph is not subject to spells that specifically target humanoids, such as hold person.
Medium: As medium characters, half-nymphs suffer no special penalties or bonus for size.
Half-Nymph base land speed is 30 feet.
+4 racial bonus on swim checks. Half-nymphs are great swimmers and only suffer half of the armor check penalties when swimming.
Unnearthly Grace: Half-nymphs receive a +1 racial bonus on all charisma-based skills and charisma checks.
Darkvision: Half-nymphs can see 30 feet in the dark. Darkvision is in black and white.
Damage Reduction: Half-nymphs share the toughness of their fey ancestors. Half-nymphs receive damage reduction based on their hit dice, as shown below.
Automatic Languages: Common, Sylvan. Bonus Languages: Aquan, Auran, Celestial, Elven, and Gnomish.


Woo, a charisma bonus race. I left out the table for the DR, but it's 1/cold iron, plus 1 for every four levels beyond first (2 at fifth, 3 at ninth, etc.) I feel liek DR is pretty powerful, but having it scale up and having uneven stats helps to alleviate how powerful that is.

Lesser Drow
Lesser Drow are a group of Drow that have moved from their mountainous tunnels and have been reblessed by Corellon Larethian. Though they have Drow ancestry, they are accepted (though with a hint of suspicion) by other races. Their skin ranges from a midnight black to a silvery blue with bleach white hair.

Lesser Drow Racial Traits

-2 Constitution, +2 Charisma: Lesser Drow share the strong social skills and frality of their Drow cousins.
Medium: Lesser Drow are medium-sized characters.
Lesser Drow base land speed is 30 feet.
Racial Familiarity: Lesser Drow are automatically proficient with Rapiers and Hand Crossbows.
Spell-Like Abilities: 1/day - faerie fire. Caster level is equal to 1/2 HD (minimum 1st).
+1 racial bonus on saving throws against spells, powers, psi-like abilities, and spell-like abilities.
+2 racial bonus on Hide, Listen, Move Silently, Search, and Spot: Lesser Drow are innately stealthy and have sharp senses. Unlike their high elven brethren, they do not get an automatic search check when passing by a secret door.
Sleepless: Lesser Drow are immune to magical sleep effects, and instead of sleeping they meditate for four hours. Lesser Drow spellcasters still need eight hours of rest to prepare their spells.
Low-Light Vision: Unlike their Drow relatives, Lesser Drow have eyesight more akin to other elves.
Automatic Languages: Common, Elven. Bonus Languages: Draconic, Drow Sign, Dwarven, Gnome, Halfling, Orc, Terran, Undercommon.


The bonus on saves against spells is decent, but the rest is standard elven fare. Faerie fire might be a little strong, but I'd like to hear what you all think.

Shadar-Kai
Shadar-Kai are a race of gloomy fey that originate from the plane of shadow. Shadar-Kai are dark and dismal with a bleak but realistic outlook on life. They stand between four to five and half feet tall with generally lean builds. Their skin ranges from a silvery white to a smoky charcoal color, and their hair colors mirror that of humans and elves, but with their colors dulled.

Shadar-Kai Racial Traits Edit

-2 Strength, +2 Dexterity, -2 Constitution. Shadar-Kai are nimble, but the taint of shadow on their soul weakens their bodies.
Fey: As a fey creature, the Shadar-Kai is not subject to spells that specifically target humanoids, such as hold person.
Medium: Shadar-Kai are medium-sized characters.
Shadar-Kin base land speed is 30 feet.
Racial Familiarity: Shadar-Kai are automatically proficient with Spiked Chains.
+4 racial bonus on Hide checks. The dull gray tones in Shadar-Kai's skin makes them adept at blending in.
Ambush Tactics: Shadar-Kai learn from a young age that the only fight worth having is an unfair one. Whenever attacking a target that is denied their dexterity or is flanked, their weapon attacks deal an extra 1d6 points of damage. This ability functions identically to the sneak attack class feature of the rogue.
Shadow Soul: Shadar-Kai's strong ties to the plane of shadow grants them a +2 bonus on saving throws against spells with the Darkness, Evil, or Shadow descriptors, as well as abilities that emulate such spells.
Darkvision: Shadar-Kin can see 120 feet in darkness. Darkvision is only in black and white.
Automatic Languages: Common. Bonus Languages: Auran, Aquan, Draconic, Dwarven, Elven, Gnomish, Halfling, Undercommon.



Racial sneak attack is super strong. Having uneven stat bonus, especially a penalty to both Str and Con hopefully keeps that in check. The rest of the abilities are pretty standard and flavorful to the shadow fey.

Troll-Kin
Troll-Kin are a hybrid race of troll-humans created by mages of years passed to be used for physical labor and as guards, though after many years they have found identities of their own. The average Troll-Kin stands between five and a half to seven feet tall, with generally athletic builds. Troll-Kin's skin ranges from a yellowish green to an almost aquamarine, and their hair is usually a dark brown or black.

Troll-Kin Racial Traits

+2 Constitution, -2 Intelligence: Troll-kin are very tough, but a little slower to learn than humans.
Giant: Troll-Kin are considered Giants and are not subject to spells that specifically target humanoids.
Medium: Troll-Kin are medium-sized characters.
Faster Healing: Troll-Kin recover double the normal amount of hit points and ability damage when resting. In addition, whenever a Troll-Kin is subject to a spell or ability that recovers hit points, they recover an additional number of hit points equal to half their level (minimum 1).
Troll Hide: Troll-kin have +1 natural armor.
Darkvision: Troll-Kin can see in the dark out to 60 feet. Darkvision is in black and white.
Endurance: Troll-Kin receive Endurance as a bonus feat.
Racial Aversion: Troll-Kin have a natural aversion to acid and fire, and take a -1 penalty on saving throws against acid- and fire-based attacks.
Magic-Blooded: The magical origin of Troll-Kin gives them a +4 bonus on Use Magic Device checks. Troll-Kin always treat Use Magic Device as a class skill.
Cross Breed: Troll-Kin can take feats, meet prerequisites for classes, and activate magic items as if they were a humanoid (human) or giant.
Automatic Languages: Common, Giant. Bonus Languages: Draconic, Dwarven, Elven, Halfing, Gnome, Orcish.


Another BSF-type race. The faster healing racial ability I feel is a flavorful way to make a character feel more troll-like, without just giving them a regenerating ability.

Umberling
The Umberlings are a twisted experimental race created long ago by the neogi to attempt to create a subdued and easier to control Umberhulk for use as physical labor. They eventually broke free however, and asserted themselves as intelligent, free beings. An umberling is a towering beetle-like insectoid with a hard chitin shell in shades of black, red, gold, or a sandy brown. They have a slight hunch in their stature and attached to their heads are two antennae and two giant mandibles. They stand between seven and a half to eight feet tall in height and weigh between two hundred fifty to three hundred and fifty pounds. They have four eyes, two large compound eyes with two small solid black eyes above them. Umberlings have been known to sow confusion in the ranks of their enemies by focusing the gaze of their four eyes upon creatures.

Umberling Racial Traits

+2 Strength, -2 Dexterity, -2 Charisma. Umberlings are physically powerful, but tend to lack finesse both physically and socially.
Abberation. As an abberation, umberlings are not subject to hold person and other spells and effects that only affect humanoids.
Umberling base land speed is 30 feet.
Darkvision: Umberlings can see up to 120 feet in darkness. Darkvision is in shades of grey.
Antennae: The umberling's antennae give it a +2 bonus on search and spot checks.
Chitin: An umberling has a +3 natural armor bonus.
Confusing Gaze: Once per day as a standard action, an umberling can use cause a creature great confusion with it's Gaze. A creature targeted in such a way must succeed on a Will save (DC 10 + 1/2 the umberlings HD + it's Wisdom) or become shaken for 1d4 rounds, +1 round for every four levels the umberling has.
Excavate: Umberlings can excavate loose dirt, soft earth, sand, and mud to tunnel through the ground. Doing so, an umberling can dig out a 5 foot cube of such materials as a standard action. An umberling digging in this way can choose to leave a clear tunnel behind them or cover their back with rubble. An umberling may dig through harder materials with a strength check. To find the DC of such checks, refer to the table below:
Mandibles: The large mandibles of an Umberling grant it a bite attack that deals 1d8 points of damage.
Automatic Languages: Common and Undercommon. Bonus Languages: Abyssal, Dwarven, Goblin, Terran.



Perhaps +3 natural armor might be pushing it here. The penalty to Dex and uneven stats can help offset that, I hope, to make it so that the chitin is less impactful. Everything else is a relatively watered-down version of an umberhulk. Mini-confusing gaze seems fun while not being super OP and being able to tunnel is also pretty cool. This is the most recent one I've made so far, so feedback is super appreciated!

Yuan-ti Pureblood
Yuan-Ti Purebloods are a race of serpentine humanoids originally created by the yuan-ti to infiltrate human society. After many centuries they broke free of their yuan-ti masters and made a place for themselves in the world, though some do still stay loyal to the yuan-ti. The Yuan-Ti Purebloods are magical in their origin, though they are not sterile and are able to procreate with many other humanoids much like humans. They stand between 5' 6" and 7" tall with yellowish green to dark brown skin. Their eyes are mostly dark in color, with browns, reds, grays, and dark blues among them, though yellow eyes are not unheard of. Some rare examples even have fully black eyes. Their builds are light and lanky, with long legs, torsos, and arms. They have pronounced canine teeth and tend to have longer, almost claw-like nails.

Yuan-Ti Pureblood Racial Traits

-2 Constitution, +2 Charisma. Yuan-ti Purebloods have a strong sense of self and have silver tongues, though they are less hardy than humans.
Humanoid (Psionic, Reptilian): Yuan-Ti Purebloods are humanoids with the psionic and reptilian subtypes
Naturally Psionic: Yuan-ti Purebloods gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
Psi-Like Abilities: 1/day - Charm, Psionic. Manifester Level is equal to 1/2 HD (minimum 1st). The save DC is charisma based.
+8 racial bonus on disguise checks to disguise as an elf or human, Yuan-Ti Purebloods look remarkably similar to other humanoids.
+4 racial bonus on saving throws against poison. Yuan-ti Purebloods' bodies are acclimated to resist venom.
Yuan-ti Venom: Once per day, a Yuan-Ti Pureblood can produce venom to coat a weapon. Since a Yuan-ti Pureblood is immune to her own poison, she risks no chance of poisoning herself. The initial and secondary damage are 1d2 points of strength damage. The saving throw DC is 10 + 1/2 HD + the Yuan-Ti Pureblood's constitution modifier. A character can harvest venom from an unconscious or dead Yuan-Ti Pureblood with a DC 20 Craft (Poisonmaking) or Survival check.
Automatic Languages: Common and Yuan-Ti. Bonus Languages: Any



Hopefully charm isn't pushing it here. Yuan-ti lend themselves to being "the face" and more +cha races are always awesome. Naturally psionic makes sense for them and they've always had charm in 3.5 so I hope it's not out of place. I decided to give them a venom, though to make it pretty weak as a flavorful way to make them more serpentine. Any ideas or advice is welcome, however.


So those are the races for the world I'm currently working on, in addition to the other main races in the PHB (and variants thereof). I'll also probably allow most races within reason, but I really liked homebrewing these and would love to hear what the rest of everyone else has to say about them.

rferries
2019-04-12, 03:23 AM
I like 'em! Nifty adaptations of each race for covering a variety of roles - it's be interesting to see what a party composed of these races could do.