RandomNigel
2019-10-03, 09:55 PM
Hello all, as a frequent DM of 5e and Pathfinder I constantly look for ways to shake up the table and throw interesting and new things at my players. Lo and behold I stumble across this beauty, 4e D&D which is so uniquely fluid from other versions (save from the awkward 'power' terminology making it feel like a Diablo game.) After discussing it with my most trusted player, we both felt it would be a great addition to our table in the setting of Jim Henson's 'The Dark Crystal' in honor of its revitalization in Netflix's 'Age of Resistance' series. Now, I love this franchise. I have consumed nearly every amount of media (save from the young adult novels which I am currently reading at this moment) but after watching the film and Netflix series, and reading the Creation Myth comics and sequel comics I cannot hide my love for this world and its inhabitants any longer. As sort of a surprise for my players I would invite them to visit a world foreign and new thrown into the bodies of native races as if in some strange body swap movie. Though I have familiarized myself with the rulings of 4e, there unfortunately is no published work of how to create and balance homebrew race options. Seeing as this will be a long campaign, that will be the most important piece of homebrew that needs to be balanced. I hope that with your help I can balance these races to keep the same feel of their original concept. I'm also happy to share and chat about my ideas for anyone looking to run a similar game at their own table.
Now, I think it must be stated that for my vision I plan to base these events after all canonical events of Thra's history so as all possible races are potential player options and are explored. Many of Thra's inhabitants change throughout its history this is why my selection of player races are limited to; Podling, Fireling, UrRu (Mystic), Skeksis, and 5 variation of Gelfling (as canonically their clans have changed throughout time.) I am currently polishing the last of the Gelfling clans, so I will post the Gelfling race later once it is complete
Average Height: 3' 3" - 3' 7"
Average Weight: 60 - 100 lb.
Ability Scores: +2 Charisma; +2 Dexterity or +2 Wisdom
Size: Small
Speed: 6 squares
Vision: Normal
Languages: Common, Podling
Skill Bonus: +2 Acrobatics, +2 Nature
Animal Soul Speaking: You can communicate with natural beasts and fey beasts.
Eager: You have a +2 racial bonus to initiative checks.
Nimble Reaction: You gain a +2 racial bonus to AC against opportunity attacks.
Oblivious Tune: You can use oblivious tune as an encounter power.
Oblivious Tune
Podling Racial Power
____________________________
Unaware of the events around you, you hum a cheerful tune that refreshes the creature you play it for.
Encounter
Minor Action ✦ Close burst 5
Target: You and all allies inside the burst.
Effect: You allow each ally that can hear you to immediately make a saving throw against one condition its enduring with a + 5 racial bonus to it. Creatures that are deaf are immune to this power.
Average Height: 5' 6" - 5' 10"
Average Weight: 90 - 130 lb.
Ability Scores: +2 Strength; +2 Constitution or +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Fireling
Skill Bonus: +2 Arcana, +2 Endurance
Elemental Origin: You are native to Thra's burning core, so you are considered an elemental creature for the purpose of effects that relate to creature origin.
Fire Resistance: You have resist fire 5 + one-half your level.
Fiery Assault: You can use fiery assault as an encounter power.
Firefast: You can use firefast as an at-will power.
Fiery Assault
Fireling Racial Power
____________________________
An arc of fire lashes out from your hand to sear your foes.
Encounter ✦ Fire
Minor Action ✦ Close blast 3
Targets: All creatures in area
Attack: Strength + 2 vs. Reflex
Hit: 1d6 + Constitution modifier damage.
Increase to +4 bonus and 2d6 + Constitution modifier damage at 11th level,
and to +6 bonus and 3d6 + Constitution modifier damage at 21st level.
Firefast
Fireling Racial Power
____________________________
With a gentle touch, you can collect the warmth of a dying flame and witness past events around you.
At-Will
Standard Action ✦ Melee Touch
Target: A small flame
Effect: You consume a dim fire, such as a candle or dying torch, melding your consciousness with the flame and all it has witnessed. Firefasting allows the user to view past events from the fire's perspective, being able to see as far back as when the fire was first lit. Firefasting requires concentration and a session typically lasts at least 10 minutes. When Firefasting, a Fireling sheds light as a torch and is unconscious, fully unaware of their surroundings.
Average Height: 7' 1" - 7' 5"
Average Weight: 300 - 340 lb.
Ability Scores: +2 Wisdom; +2 Constitution or +2 Intelligence
Size: Medium
Speed: 5 squares
Vision: Normal
Languages: Common, UrRu, Primordial
Skill Bonus: +2 Heal, +2 Religion
Fractured Soul: UrRu and Skeksis are each one half of the same consciousness trapped in separate bodies. For each UrRu, there is a Skeksis counterpart bound by their origin. Anything that affects your UrRu character (damage, healing, conditions, powers, death, etc.) also affects your Skeksis opposite and vice versa.
Radiant Resistance: You have resist radiant 5 + one-half your level.
Stonespeech: You can communicate with stone and minerals.
Resonating of Psalm: You can use resonating psalm as a encounter power.
Resonating Psalm
UrRU Racial Power
____________________________
Telling ancient stories to the earth itself, you cause the soil to shift and loosen in an area you choose.
Encounter
Minor Action ✦ Area burst 2 within 10 squares
Effect: The burst creates a pit of loose earth that fills the area until the end of your next turn. The space is considered difficult terrain for each creature that starts their turn inside the area.
Average Height: 6' 4" - 6' 8"
Average Weight: 90 - 130 lb.
Ability Scores: +2 Intelligence; +2 Constitution or +2 Charisma
Size: Medium
Speed: 5 squares
Vision: Darkvision
Languages: Common, Skeksis, Deep Speech
Skill Bonus: +2 Bluff, +2 Intimidate
Escape from Mortality: You gain a +2 racial bonus to death saving throws. This increases to +4 at 11th level and +6 at 21st level.
Fractured Soul: Skeksis and UrRu are each one half of the same consciousness trapped in separate bodies. For each Skeksis, there is a UrRu counterpart bound by their origin. Anything that affects your Skeksis character (damage, healing, conditions, powers, death, etc.) also affects your UrRu opposite and vice versa.
Necrotic Resistance: You have resist necrotic 5 + one half your level.
Life Everlasting: You can use life everlasting as an encounter power.
Life Everlasting
Skeksis Racial Power
____________________________
Through the power of your own greed, you elect to drain the life force of those foolish enough to cross you.
Encounter ✦ Necrotic, Healing
Minor Action ✦ Area burst 1 within 10 squares
Targets: Each creature in burst
Attack: Intelligence +3 vs. Fortitude
Hit: 1d10 + Constitution modifier damage, and you can spend a healing surge.
Increase to +3 bonus and 2d10 + Constitution modifier damage at 21st level.
Average Height: 5' 6" - 5' 10"
Average Weight: 90 - 130 lb.
Ability Scores: +2 to one ability score of your choice
Size: Medium
Speed: 6 squares
Vision: Low-Light
Languages: Common, Gelfling
Bonus At-Will Power: You know one extra at-will power from your class.
One of Five: You choose one of five clans to align, which will further develop your character.
Dreamfast: You can use *dreamfast* as an at-will power.
Dreamfast
Gelfling Racial Power
____________________________
At your touch, you suspend consciousness to share a brief memory with those you choose.
[B]At-Will[B]
Standard Action ✦ Melee Touch
Targets: Any Willing Gelfling
Effect: You along with the willing Gelfling you touch are transported to a plane of visions, thoughts, and memories. Here, each participant is able to exchange events they have witnessed through their point of view. While Dreamfasting, all participants are unconscious and unaware of their surroundings. A Gelfling cannot be forced to Dreamfast.
One of Five
The clan a Gelfling is allied to not only defines their values, culture, and appearance but also distinguishes them from other Gelfling. The five clans co-govern the entire Gelfling race through a matriarch of blood nobility. When you make a Gelfling character, choose one of these five clans to be aligned to.
[B]Ayata Clan - The Peace-Touched
Chenrie Clan - The Sea-Ventured
Fjhit Clan - The Great-Minded
Latha Clan - The Grey-Winged
Ophae Clan - The Storm-Chased
A peace-loving clan of Gelfling that arose from the union between two star-crossed lovers from rivaling clans. The fierce Stonewood and the fearless Spriton had wages many battles between each other, yet the romance between these two had cause all of their kind to cease battle. Ayata Gelfling bear dark skin with pale facial markings, which notably glow when under the three suns. Ayata are kind to all and aid in the diplomatic disputes between other races. Though their charity is known worldwide, many are unaware of the great lengths these Gelfling will go to protect others. Many accounts during the end of the 'Age of Division,' note a few captive Ayata used their faith to protect their comrades from the grasp of death.
Skill Bonus:+2 Diplomacy, +2 Heal
Generous Vitality: You have one additional healing surge. As a Minor Action, this healing surge can be gifted onto an ally with a melee touch. You regain this spent healing surge along with all of your others after an extended rest.
A nomadic group of Gelfling that live on the open seas in small seafaring ships. Claimed descendants of the Drenchen, Chenrie sport blotchy patches of pink or orange pigment and excess skin around their face that resemble fins. Known for their beauty, the Chenrie flaunt their sparkling skin, shimmering eyes, and shining hair to easily catch the affection of other Gelfling they meet. After exploring the oceans at night, the Chenrie port into a city bringing festivals and celebration the whole day until sunset. A secretive people, no one knows why the Chenrie leave before nightfall, but rumor has it that an ancient Sifan curse afflicts them after the three suns set.
Skill Bonus: +2 Bluff, +2 Thievery
Aquatic: You can breathe normally in water and ignore rough water while swimming. You also have a swim speed of 4 squares and never need to make an Athletics check to swim.
A highly intelligent group of Gelfling that live in a beautiful stone castle at the site of the Mystic Valley. The Fjhit clan are proud of their radiant skin, adamantly clothing in only sheer transparent robes so as not to obstruct their brilliance. Unique to the Fjhit, two thin antennae rise out from the Gelfling's forehead a symbol they associate with their intelligence. The noble Fjhit pronounce themselves heir to the Vapra clan due to their incredible minds. Arcane scholars have noted an increase in their people's intellectual activity at the Great Sun's peak, over time this empowered thinking has evolved into the ability to Dreamfast with objects and connection with nearby creatures pain.
Skill Bonus: +2 Arcana, +2 History
Superior Dreamfast: You are able to initiate a Dreamfast with an unattended object. With a successful Arcana check, you are able to experience thought and emotions associated with the Gelfling that most recently held the item. This session of Dreamfast lasts at least one minute and does not provide visuals, preventing the user from having to be unconscious.
A nocturnal tribe of Gelfling that live among the treetops in woodland-canopy bungalows. The Latha clan shroud their fair lavender skin in dark cloaks and bear round milky eyes that allow them to see perfectly in the dark. Unlike other clans, the Latha favors the respect of paternal Gelflings as they, instead of the women, bear dusty-gray moth wings from their backs. The Latha clan is governed by two blood-noble male figures known as 'Dusk Brothers.' With their affinity for darkness, they have adapted to become skillful huntsmen and many believe they are descendants of the Grottan due to their weakness to sunlight.
Skill Bonus: +2 Perception, +2 Stealth
Midnight Flight: Accustomed to a nocturnal lifestyle, you can see perfectly in the dark. You have Darkvision. You also gain a fly speed of 6 squares (altitude limit 1). You cannot use this speed if you are carrying more than a normal load and you must land at the end of your turn.
A desert dwelling tribe of Gelfling that dwell in deep canyons to avoid violent storms that seem to follow their people. The Ophae clan model their lifestyle off of the ancient Dousan by face painting and shaman rituals. Often seen as diviners or soothsayers, the Ophae put their expertise in fortune telling towards predicting inclement weather. None can explain the Ophae's strange lightning attraction, yet one legend tells of an ancient Dousan shaman whose skin was blackened from being struck by lightning. By some miracle, the Gelfling survived a feat that horribly embarrassed and offended the force of storms swearing the Dousan's legacy as a mortal enemy.
Skill Bonus: +2 Intimidate, +2 Nature
Lightning Lure: You have resist lightning 5 + one-half your level. All lightning attacks used within 6 squares of you become ranged and target you as a priority.
I'd love any and all help to polish these races, and soon the Gelfling. Please let me know what you think and if there is anything I may have underestimated or missed.
Now, I think it must be stated that for my vision I plan to base these events after all canonical events of Thra's history so as all possible races are potential player options and are explored. Many of Thra's inhabitants change throughout its history this is why my selection of player races are limited to; Podling, Fireling, UrRu (Mystic), Skeksis, and 5 variation of Gelfling (as canonically their clans have changed throughout time.) I am currently polishing the last of the Gelfling clans, so I will post the Gelfling race later once it is complete
Average Height: 3' 3" - 3' 7"
Average Weight: 60 - 100 lb.
Ability Scores: +2 Charisma; +2 Dexterity or +2 Wisdom
Size: Small
Speed: 6 squares
Vision: Normal
Languages: Common, Podling
Skill Bonus: +2 Acrobatics, +2 Nature
Animal Soul Speaking: You can communicate with natural beasts and fey beasts.
Eager: You have a +2 racial bonus to initiative checks.
Nimble Reaction: You gain a +2 racial bonus to AC against opportunity attacks.
Oblivious Tune: You can use oblivious tune as an encounter power.
Oblivious Tune
Podling Racial Power
____________________________
Unaware of the events around you, you hum a cheerful tune that refreshes the creature you play it for.
Encounter
Minor Action ✦ Close burst 5
Target: You and all allies inside the burst.
Effect: You allow each ally that can hear you to immediately make a saving throw against one condition its enduring with a + 5 racial bonus to it. Creatures that are deaf are immune to this power.
Average Height: 5' 6" - 5' 10"
Average Weight: 90 - 130 lb.
Ability Scores: +2 Strength; +2 Constitution or +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Fireling
Skill Bonus: +2 Arcana, +2 Endurance
Elemental Origin: You are native to Thra's burning core, so you are considered an elemental creature for the purpose of effects that relate to creature origin.
Fire Resistance: You have resist fire 5 + one-half your level.
Fiery Assault: You can use fiery assault as an encounter power.
Firefast: You can use firefast as an at-will power.
Fiery Assault
Fireling Racial Power
____________________________
An arc of fire lashes out from your hand to sear your foes.
Encounter ✦ Fire
Minor Action ✦ Close blast 3
Targets: All creatures in area
Attack: Strength + 2 vs. Reflex
Hit: 1d6 + Constitution modifier damage.
Increase to +4 bonus and 2d6 + Constitution modifier damage at 11th level,
and to +6 bonus and 3d6 + Constitution modifier damage at 21st level.
Firefast
Fireling Racial Power
____________________________
With a gentle touch, you can collect the warmth of a dying flame and witness past events around you.
At-Will
Standard Action ✦ Melee Touch
Target: A small flame
Effect: You consume a dim fire, such as a candle or dying torch, melding your consciousness with the flame and all it has witnessed. Firefasting allows the user to view past events from the fire's perspective, being able to see as far back as when the fire was first lit. Firefasting requires concentration and a session typically lasts at least 10 minutes. When Firefasting, a Fireling sheds light as a torch and is unconscious, fully unaware of their surroundings.
Average Height: 7' 1" - 7' 5"
Average Weight: 300 - 340 lb.
Ability Scores: +2 Wisdom; +2 Constitution or +2 Intelligence
Size: Medium
Speed: 5 squares
Vision: Normal
Languages: Common, UrRu, Primordial
Skill Bonus: +2 Heal, +2 Religion
Fractured Soul: UrRu and Skeksis are each one half of the same consciousness trapped in separate bodies. For each UrRu, there is a Skeksis counterpart bound by their origin. Anything that affects your UrRu character (damage, healing, conditions, powers, death, etc.) also affects your Skeksis opposite and vice versa.
Radiant Resistance: You have resist radiant 5 + one-half your level.
Stonespeech: You can communicate with stone and minerals.
Resonating of Psalm: You can use resonating psalm as a encounter power.
Resonating Psalm
UrRU Racial Power
____________________________
Telling ancient stories to the earth itself, you cause the soil to shift and loosen in an area you choose.
Encounter
Minor Action ✦ Area burst 2 within 10 squares
Effect: The burst creates a pit of loose earth that fills the area until the end of your next turn. The space is considered difficult terrain for each creature that starts their turn inside the area.
Average Height: 6' 4" - 6' 8"
Average Weight: 90 - 130 lb.
Ability Scores: +2 Intelligence; +2 Constitution or +2 Charisma
Size: Medium
Speed: 5 squares
Vision: Darkvision
Languages: Common, Skeksis, Deep Speech
Skill Bonus: +2 Bluff, +2 Intimidate
Escape from Mortality: You gain a +2 racial bonus to death saving throws. This increases to +4 at 11th level and +6 at 21st level.
Fractured Soul: Skeksis and UrRu are each one half of the same consciousness trapped in separate bodies. For each Skeksis, there is a UrRu counterpart bound by their origin. Anything that affects your Skeksis character (damage, healing, conditions, powers, death, etc.) also affects your UrRu opposite and vice versa.
Necrotic Resistance: You have resist necrotic 5 + one half your level.
Life Everlasting: You can use life everlasting as an encounter power.
Life Everlasting
Skeksis Racial Power
____________________________
Through the power of your own greed, you elect to drain the life force of those foolish enough to cross you.
Encounter ✦ Necrotic, Healing
Minor Action ✦ Area burst 1 within 10 squares
Targets: Each creature in burst
Attack: Intelligence +3 vs. Fortitude
Hit: 1d10 + Constitution modifier damage, and you can spend a healing surge.
Increase to +3 bonus and 2d10 + Constitution modifier damage at 21st level.
Average Height: 5' 6" - 5' 10"
Average Weight: 90 - 130 lb.
Ability Scores: +2 to one ability score of your choice
Size: Medium
Speed: 6 squares
Vision: Low-Light
Languages: Common, Gelfling
Bonus At-Will Power: You know one extra at-will power from your class.
One of Five: You choose one of five clans to align, which will further develop your character.
Dreamfast: You can use *dreamfast* as an at-will power.
Dreamfast
Gelfling Racial Power
____________________________
At your touch, you suspend consciousness to share a brief memory with those you choose.
[B]At-Will[B]
Standard Action ✦ Melee Touch
Targets: Any Willing Gelfling
Effect: You along with the willing Gelfling you touch are transported to a plane of visions, thoughts, and memories. Here, each participant is able to exchange events they have witnessed through their point of view. While Dreamfasting, all participants are unconscious and unaware of their surroundings. A Gelfling cannot be forced to Dreamfast.
One of Five
The clan a Gelfling is allied to not only defines their values, culture, and appearance but also distinguishes them from other Gelfling. The five clans co-govern the entire Gelfling race through a matriarch of blood nobility. When you make a Gelfling character, choose one of these five clans to be aligned to.
[B]Ayata Clan - The Peace-Touched
Chenrie Clan - The Sea-Ventured
Fjhit Clan - The Great-Minded
Latha Clan - The Grey-Winged
Ophae Clan - The Storm-Chased
A peace-loving clan of Gelfling that arose from the union between two star-crossed lovers from rivaling clans. The fierce Stonewood and the fearless Spriton had wages many battles between each other, yet the romance between these two had cause all of their kind to cease battle. Ayata Gelfling bear dark skin with pale facial markings, which notably glow when under the three suns. Ayata are kind to all and aid in the diplomatic disputes between other races. Though their charity is known worldwide, many are unaware of the great lengths these Gelfling will go to protect others. Many accounts during the end of the 'Age of Division,' note a few captive Ayata used their faith to protect their comrades from the grasp of death.
Skill Bonus:+2 Diplomacy, +2 Heal
Generous Vitality: You have one additional healing surge. As a Minor Action, this healing surge can be gifted onto an ally with a melee touch. You regain this spent healing surge along with all of your others after an extended rest.
A nomadic group of Gelfling that live on the open seas in small seafaring ships. Claimed descendants of the Drenchen, Chenrie sport blotchy patches of pink or orange pigment and excess skin around their face that resemble fins. Known for their beauty, the Chenrie flaunt their sparkling skin, shimmering eyes, and shining hair to easily catch the affection of other Gelfling they meet. After exploring the oceans at night, the Chenrie port into a city bringing festivals and celebration the whole day until sunset. A secretive people, no one knows why the Chenrie leave before nightfall, but rumor has it that an ancient Sifan curse afflicts them after the three suns set.
Skill Bonus: +2 Bluff, +2 Thievery
Aquatic: You can breathe normally in water and ignore rough water while swimming. You also have a swim speed of 4 squares and never need to make an Athletics check to swim.
A highly intelligent group of Gelfling that live in a beautiful stone castle at the site of the Mystic Valley. The Fjhit clan are proud of their radiant skin, adamantly clothing in only sheer transparent robes so as not to obstruct their brilliance. Unique to the Fjhit, two thin antennae rise out from the Gelfling's forehead a symbol they associate with their intelligence. The noble Fjhit pronounce themselves heir to the Vapra clan due to their incredible minds. Arcane scholars have noted an increase in their people's intellectual activity at the Great Sun's peak, over time this empowered thinking has evolved into the ability to Dreamfast with objects and connection with nearby creatures pain.
Skill Bonus: +2 Arcana, +2 History
Superior Dreamfast: You are able to initiate a Dreamfast with an unattended object. With a successful Arcana check, you are able to experience thought and emotions associated with the Gelfling that most recently held the item. This session of Dreamfast lasts at least one minute and does not provide visuals, preventing the user from having to be unconscious.
A nocturnal tribe of Gelfling that live among the treetops in woodland-canopy bungalows. The Latha clan shroud their fair lavender skin in dark cloaks and bear round milky eyes that allow them to see perfectly in the dark. Unlike other clans, the Latha favors the respect of paternal Gelflings as they, instead of the women, bear dusty-gray moth wings from their backs. The Latha clan is governed by two blood-noble male figures known as 'Dusk Brothers.' With their affinity for darkness, they have adapted to become skillful huntsmen and many believe they are descendants of the Grottan due to their weakness to sunlight.
Skill Bonus: +2 Perception, +2 Stealth
Midnight Flight: Accustomed to a nocturnal lifestyle, you can see perfectly in the dark. You have Darkvision. You also gain a fly speed of 6 squares (altitude limit 1). You cannot use this speed if you are carrying more than a normal load and you must land at the end of your turn.
A desert dwelling tribe of Gelfling that dwell in deep canyons to avoid violent storms that seem to follow their people. The Ophae clan model their lifestyle off of the ancient Dousan by face painting and shaman rituals. Often seen as diviners or soothsayers, the Ophae put their expertise in fortune telling towards predicting inclement weather. None can explain the Ophae's strange lightning attraction, yet one legend tells of an ancient Dousan shaman whose skin was blackened from being struck by lightning. By some miracle, the Gelfling survived a feat that horribly embarrassed and offended the force of storms swearing the Dousan's legacy as a mortal enemy.
Skill Bonus: +2 Intimidate, +2 Nature
Lightning Lure: You have resist lightning 5 + one-half your level. All lightning attacks used within 6 squares of you become ranged and target you as a priority.
I'd love any and all help to polish these races, and soon the Gelfling. Please let me know what you think and if there is anything I may have underestimated or missed.