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View Full Version : D&D 5e/Next Raptor-Folk, a 5e dinosaur race.



mcumoric
2021-02-03, 08:56 PM
Raptor-folk
Raptor-folk are a race of dinosaur-like humanoids that are native to islands far from the mainland. They possess colorful feathers that range greatly between subraces. They are known for their quickness and sharp talons they use in supplement to their weapons. Indifferent from most races, they possess opposable thumbs, are quite intelligent and speak their own language.
Raptor-folk traits.
Ability score increase. Your dexterity increases by 2.
Age. Raptor-folk age quickly maturing at 3 years of age and living for 60 years on average.
Alignment. Freedom is a big part of raptor-folk lives. They are often chaotic in alignment, but are rarely good or evil.
Size. Most Raptor-folk are easily 8 feet from head to tail, however they stand 5 feet tall at the shoulder. Your size is medium.
Speed. Your base walking speed is 35 feet.
Darkvision. Raptor-folk possess rather good low light vision. You have 60 feet of darkvision.
Bloody talons. You possess long toe claws on your feet. They are considered natural weapons with the finesse property that deal 1d8 slashing damage. As these are natural weapons, they do not count as unarmed strikes in terms of class features. In addition, your unarmed strikes may deal slashing damage instead of the normal bludgeoning damage.
Pounce. Once per turn if you move at least 20 feet straight towards a creature and immediately hit them with an unarmed strike or toe claw attack, you can either attempt to shove them prone as a bonus action.
Languages. You can speak, read and write common and Raptorian. Raptorian is quite similar in structure to draconic and auran, meaning a creature that speaks either language may be able to partially understand a Raptor-folk speaking said language. Despite its similarities, Raptorian is full of clicks and whistles that make it different from the prior languages.
Subrace. Raptor-folk have adapted to various environments on their island. Choose between, Jungle dwellers, Cliff walkers, Plains runners, and Dark woods stalkers.

Jungle dwellers
Jungle dwellers are Raptor-folk that dwell in the jungles of their island. They are significantly stronger than other Raptor-folk and possess dark green feathers that blend into the jungle foliage. They are the most common Raptor-folk on their island and were the first to venture away from it.
Ability score increase. Your strength increases by 1.
Athletic. You have proficiency in the athletics skill.
Hunter. You know the Hunter's Mark spell and may cast it once per short or long rest without spending a spell slot. For this version, it does not require any components and is non-magical in nature, meaning it may be cast, even in antimagic fields, and it cannot be dispelled by spells that would normally end spells.
Foliage stealth. You have advantage on stealth checks while in jungle environments.
Vicious fangs. Unlike other Raptor-folk, your mouth possesses large sharp teeth. This counts as an unarmed strike and deals 1d4 piercing damage on a hit. In addition, when you make an attack with your toes claws as an action, you may make a bite attack as a bonus action, however, you do not add your damage modifier to the damage roll for the bite.

Cliff walkers
Cliff walkers are the Raptor-folk that have adapted to the mountainous regions of their island. They possess grey and white feathers, with the males possessing long mustache-like feathers just below their nose. These feathers grow longer with age, meaning elder Raptor-folk often have much longer nose feathers, making them appear elderly. They are well known for their incredible jumping and climbing abilities.
Ability score increase. Your constitution increases by 1.
Age. Cliff walker Raptor-folk live a bit longer than other Raptor-folk, dying of old age at 80 years of age.
Acrobatic. You gain proficiency in the acrobatics skill.
Cliffwalk. You gain a climbing speed of 30 feet. You have advantage on checks to climb on difficult surfaces.
Jumping capabilities. You may use your dexterity instead of your strength for calculating your jump distance.
Mountain survival. You have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet.

Plains runners
Plains runners are Raptor-folk that have adapted to the plains of their island. They have golden feathers that blend into the tall grass of the plains. Their most defining feature is their head crest of red feathers that they can stick up to signal other Raptor-folk without the need of speech.
Ability score increase. Your wisdom increases by 1.
Stealthy. You have proficiency in the stealth skill.
Hidden in the grass. You have advantage on stealth checks while in tall grass.
Quick feet. Your base walking speed increases by 5 feet.
Signal. You have feathers atop your head that can be used to signal others of your kind.

Dark woods stalker
These are the least common type of raptor-folk. They live in the deep parts of the Jungle where the more monstrous creatures lie. They are often called Fey Raptors, because of their obvious connection to fey.
They are known for their entirely black feathers, with the exception of pink marking just below their eyes which are a sign of their fey nature.
Ability score increase. Your charisma increases by 1.
Deceptive. You are proficient in the deception skill.
Fey step. As a bonus action, you can teleport up to 30 feet to an unoccupied space that you can see within this range. You regain the use of this ability when you complete a short or long rest.
Fey innate magic. You know the Minor illusion cantrip. Starting at the 3rd level, you can cast the Faerie Fire spell once per long rest without spending a spell slot. Starting at the 5th level, you can cast the invisibility spell once per long rest without spending a spell slot. You can cast any of these spells without providing any material components. Charisma is your spellcasting modifier for these spells.

Loek
2021-02-04, 03:15 PM
Let me start by saying it took me some time to come to terms with how they'd look. For now I'm thinking "Awakened Raptor" and nothing else (if it should be different, please describe)
The idea of being hunted by sentient, tool using raptors sounds terrifying. And I love it. So flavor is a win, but let's look at the stats.

Having a moving speed of 35ft and a natural weapon, make the "Leonin" a good source of comparison (Though I'll grab the Eladrin for the final sub race, because of the misty step)


So compared to the leonin, we have the same: Size, speed, language and darkvision.

For the natural weapons, the raptoran wins in sheer damage. Though they can't be used for unarmed attack (which is mostly countered by the Leonins lowly 1d4 and the fact that the raptoran can make slashing unarmed attacks as well)

The Leonin gets to pick from 4 proficiencies, while the raptoran's subrace determines theirs.

The Leonin's roar is interesting, but a one time use and a tiny range. While the Raptoran's pounce is a repeat use. (I like pounce better, but roar has a small chance to turn a whole group of enemies in one go)


That was all the Leonin's stats, while the first 3 raptoran sub races still have:
Magic-like abilities, advantages on stealth in certain terrain, climb speeds, extra walk speed and/or other skills.

Then we compare the Eladrin with the final subrace:
Raptoran's win on: Speed, natural attack, pounce and the innate magic (which on it's own is practically a full race's kit)
Eldarin win on: sleep and charm. Minor win on resting (mostly RP) and language (elvish being more useful). And weapon training (DMG) or the seasonal misty step (MTF)


My conclusion:
While not game-breakingly overpowered (Leonin being a meh race and the Eladrin being okay), this seems a bit much.

I'd:

Remove: Hunter, cliffwalk, quick feet and Fey innate magic
Lower: Bloody talons damage to 1d4 (maybe 1d6)
Consider: Making the whole race 30ft fasts and the plain runners 35-40 ft.

JNAProductions
2021-02-04, 03:55 PM
Yeah. As usual, it won't break the game (races are a small part of the overall character) but they're considerably better than many comparable races.

Loek
2021-02-04, 04:26 PM
Oh, extra idea. I jus realized that pretty much all of the "remove" suggestions would be interesting as a sub-race specific racial feat.

The climb speed (maybe add altitude acclimation, see Goliath)
The innate magic is the same as some gnome/elf/etc racial feats
For the hunter you might add some smell/hearing skill check bonus to the feat

The speed one though, could probably just be mobilie. So you might want to consider something else. (Or just tweak mobile into a racial feat for them)