P. G. Macer
2022-12-07, 06:16 PM
So with the release of Shadow of the Dragon Queen, I’ve been on a bit of a Dragonlance lore binge and brewed up some more obscure races* that are primarily found in on Krynn, with the Irda and Thanoi added two days ago in light of the D&D Beyond Monstrous Compendium #2 release.
I have a few questions/comments/concerns about each of the five races currently in this link (https://homebrewery.naturalcrit.com/share/Csq-gOpxcvSa).
Unlike some other worlds, the goblinoids of Krynn have been known to interbreed with humans. Contrary to Krynn’s frequently angst-ridden half-elves and half-ogres, half-goblins are often confident, full of self-esteem to the point of being mistaken for arrogant.
Half-Goblin Traits
Ability Score Increase. Your Dexterity score increases by 2, and one other ability score of your choice increases by 1.
Age. Half-goblins mature at the same rate as humans, and generally live to be about 80 years old.
Alignment. Half-goblins are frequently of neutral alignments, owing to their human heritage, though heroes and villains are also found among them.
Size. Half-goblins descended from goblin stock are generally around 3-4 feet in height, while those of hobgoblin and bugbear ancestry are taller. Your Size is Small or Medium (choose when you select this race).
Speed. You have a base walking speed of 30 feet.
Darkvision. You have darkvision out to a range of 60 feet. In that range, you can see in dim light as if in bright light, and darkness as in dim light.
Goblin Skills. You are proficient in the Deception and Stealth skills.
Hybrid Bravado. You have advantage on saving throws to avoid or end the charmed or frightened condition on yourself.
Languages. You can speak, read, and write Common and Goblin.
For the half-goblin, I’m worried that it is underpowered and/or bland, but I’m struggling to figure out a way to buff it while staying faithful to my source material.
Created by Takhisis when Krynn first came to be, most Irda fell into corruption to become ogres, but a few resisted the influence of evil and maintained their original forms in hiding. Irda have skin ranging across various bluish shades from sea green to indigo, and have a singular small horn protruding from their foreheads.
Irda Traits
Ability Score Increase. Your Dexterity score increases by 1, and your Charisma score increases by 2.
Age. Irda reach maturity at around 20 years of age, and can live to be around 700 years old.
Size. Irda stand between 6 and 7 feet tall. Your Size is Medium.
Speed. You have a base walking speed of 30 feet.
Giant. Your creature type is giant, rather than humanoid.
Darkvision. You have darkvision out to a range of 60 feet. In that range, you can see in dim light as if in bright light, and darkness as in dim light.
Veil Walk. As a bonus action, you can magically teleport up to 30 feet turn and invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw.
Once you use this trait, you can’t use it again until you finish a short or long rest.
Augment Physicality. Starting at 5th level, you gain the ability to supernaturally grow. As a bonus action, you change your size to Large, provided you’re in a big enough space. This transformation lasts for 1 minute or until you end it as a bonus action. During that duration, you have advantage on Strength and Dexterity saving throws, and your Speed increases by 10 feet.
Once you use this trait, you can’t use it again until you finish a Long Rest.
Languages. You can speak, read, and write Common and your choice of Giant or Sylvan.
In terms of power, the Irda has my worries coming from the opposite direction, though I was assured by a DoMT member a few hours ago that I could probably safely buff it to be more faithful to the monster statblocks, so I did so.
Claiming descent from a Kargonesti elf and the god Habbaduk, the Phaethons look like ruddy half-elves until they manifest their wings of fire, a sacred act they do not perform trivially.
Phaethon Traits
Ability Score Increase. Your Dexterity score increases by 1, and your Wisdom score increases by 2.
Age. Phaetons age similarly to half-elves, reaching physical maturity around the age of 20 and living to around 180 years.
Alignment. Phaethons are almost invariably of chaotic alignments.
Size. Phaethons are similar in height and build to half-elves. Your Size is Medium.
Speed. You have a base walking speed of 30 feet.
Darkvision. You have darkvision out to a range of 60 feet. In that range, you can see in dim light as if in bright light, and darkness as in dim light.
Elf Heritage. You have advantage on saving throws to avoid or end the charmed condition on yourself, and magic can’t put you to sleep. You qualify as an elf for the purpose of the Elven Accuracy feat.
Fire Resistance. You have resistance to fire damage.
Power over Flames. You know the control flames cantrip. Wisdom is your spellcasting ability for this spell.
Fiery Wings. Starting at 3rd level, you can use your bonus action to unleash fiery energy from within yourself, causing your eyes to blaze and two flaming, incorporeal wings to sprout from your back.
Your wings last for 1 minute or until you dismiss them as a bonus action. During this time, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra fire damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your proficiency bonus.
Once you use this trait, you can’t use it again until you finish a long rest.
Languages. You can speak, read, and write Common, Elvish, and Ignan.
The Phaethon I’m fairly confident about, given that it’s in many ways a reskin of the MotM Aasimar with only the Radiant Soul option available.
Thought to be descended from warped and mutated ogres, the Thanoi can best be described as anthropomorphic walruses known for their brutality.
Thanoi Traits
Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.
Age. Thanoi come of age in their late teens and live for less than a century.
Alignment. Thanoi are traditionally of evil alignment, but the adventurers among them come in all stripes.
Size. Thanoi usually exceed 8 feet in height and 250 pounds in weight. Your Size is Medium.
Speed. You have a base walking speed of 30 feet and a base swimming speed of 30 feet.
Monstrosity. Your creature type is monstrosity rather than humanoid.
Hold Breath. You can hold your breath for up to 10 + your Constittuion modifer minutes.
Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
Tusks. Your tusks are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Polar Resistance. You have resistance to cold damage.
Languages. You can speak, read, and write Common and Aquan.
The Thanoi is my biggest concern, as I was pretty faithful in adapting the monster statblock, my main concession to balance being downgrading the monster’s cold immunity to resistance. I left in the Pack Tactics, though, which Detect Balance 2022 said was fine, but those calculators can miss details that push brews over the edge.
Anthropomorphic polar bears native to far southern Ansalon, ursoi are most commonly found in Krynn’s polar regions.
Ursoi Traits
Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
Age. Ursoi come of age in their late teens and live for less than a century.
Alignment. Ursoi have strong senses of honor and altruism, tending towards law and good.
Size. Ursoi usually exceed 8 feet in height and 250 pounds in weight. Your Size is Medium.
Speed. You have a base walking speed of 30 feet, and a base swimming speed of 30 feet.
Darkvision. You have darkvision out to a range of 60 feet. In that range, you can see in dim light as if in bright light, and darkness as in dim light.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Apex Predator. You gain proficiency in one of the following skills: Athletics, Perception, or Survival.
Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Natural Armor. Your furry hide and thick fat protect you against attacks. When you aren’t wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
Polar Resistance. You have resistance to cold damage.
Languages. You can speak, read, and write Common and Ursoi.
Finally, the Ursoi is rather pigeonholed into martial roles, but I feel it does its niche well enough to balance things out.
*I know One D&D is going to change the term to Species, but for the time being I’m using the current term.
I have a few questions/comments/concerns about each of the five races currently in this link (https://homebrewery.naturalcrit.com/share/Csq-gOpxcvSa).
Unlike some other worlds, the goblinoids of Krynn have been known to interbreed with humans. Contrary to Krynn’s frequently angst-ridden half-elves and half-ogres, half-goblins are often confident, full of self-esteem to the point of being mistaken for arrogant.
Half-Goblin Traits
Ability Score Increase. Your Dexterity score increases by 2, and one other ability score of your choice increases by 1.
Age. Half-goblins mature at the same rate as humans, and generally live to be about 80 years old.
Alignment. Half-goblins are frequently of neutral alignments, owing to their human heritage, though heroes and villains are also found among them.
Size. Half-goblins descended from goblin stock are generally around 3-4 feet in height, while those of hobgoblin and bugbear ancestry are taller. Your Size is Small or Medium (choose when you select this race).
Speed. You have a base walking speed of 30 feet.
Darkvision. You have darkvision out to a range of 60 feet. In that range, you can see in dim light as if in bright light, and darkness as in dim light.
Goblin Skills. You are proficient in the Deception and Stealth skills.
Hybrid Bravado. You have advantage on saving throws to avoid or end the charmed or frightened condition on yourself.
Languages. You can speak, read, and write Common and Goblin.
For the half-goblin, I’m worried that it is underpowered and/or bland, but I’m struggling to figure out a way to buff it while staying faithful to my source material.
Created by Takhisis when Krynn first came to be, most Irda fell into corruption to become ogres, but a few resisted the influence of evil and maintained their original forms in hiding. Irda have skin ranging across various bluish shades from sea green to indigo, and have a singular small horn protruding from their foreheads.
Irda Traits
Ability Score Increase. Your Dexterity score increases by 1, and your Charisma score increases by 2.
Age. Irda reach maturity at around 20 years of age, and can live to be around 700 years old.
Size. Irda stand between 6 and 7 feet tall. Your Size is Medium.
Speed. You have a base walking speed of 30 feet.
Giant. Your creature type is giant, rather than humanoid.
Darkvision. You have darkvision out to a range of 60 feet. In that range, you can see in dim light as if in bright light, and darkness as in dim light.
Veil Walk. As a bonus action, you can magically teleport up to 30 feet turn and invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw.
Once you use this trait, you can’t use it again until you finish a short or long rest.
Augment Physicality. Starting at 5th level, you gain the ability to supernaturally grow. As a bonus action, you change your size to Large, provided you’re in a big enough space. This transformation lasts for 1 minute or until you end it as a bonus action. During that duration, you have advantage on Strength and Dexterity saving throws, and your Speed increases by 10 feet.
Once you use this trait, you can’t use it again until you finish a Long Rest.
Languages. You can speak, read, and write Common and your choice of Giant or Sylvan.
In terms of power, the Irda has my worries coming from the opposite direction, though I was assured by a DoMT member a few hours ago that I could probably safely buff it to be more faithful to the monster statblocks, so I did so.
Claiming descent from a Kargonesti elf and the god Habbaduk, the Phaethons look like ruddy half-elves until they manifest their wings of fire, a sacred act they do not perform trivially.
Phaethon Traits
Ability Score Increase. Your Dexterity score increases by 1, and your Wisdom score increases by 2.
Age. Phaetons age similarly to half-elves, reaching physical maturity around the age of 20 and living to around 180 years.
Alignment. Phaethons are almost invariably of chaotic alignments.
Size. Phaethons are similar in height and build to half-elves. Your Size is Medium.
Speed. You have a base walking speed of 30 feet.
Darkvision. You have darkvision out to a range of 60 feet. In that range, you can see in dim light as if in bright light, and darkness as in dim light.
Elf Heritage. You have advantage on saving throws to avoid or end the charmed condition on yourself, and magic can’t put you to sleep. You qualify as an elf for the purpose of the Elven Accuracy feat.
Fire Resistance. You have resistance to fire damage.
Power over Flames. You know the control flames cantrip. Wisdom is your spellcasting ability for this spell.
Fiery Wings. Starting at 3rd level, you can use your bonus action to unleash fiery energy from within yourself, causing your eyes to blaze and two flaming, incorporeal wings to sprout from your back.
Your wings last for 1 minute or until you dismiss them as a bonus action. During this time, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra fire damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your proficiency bonus.
Once you use this trait, you can’t use it again until you finish a long rest.
Languages. You can speak, read, and write Common, Elvish, and Ignan.
The Phaethon I’m fairly confident about, given that it’s in many ways a reskin of the MotM Aasimar with only the Radiant Soul option available.
Thought to be descended from warped and mutated ogres, the Thanoi can best be described as anthropomorphic walruses known for their brutality.
Thanoi Traits
Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.
Age. Thanoi come of age in their late teens and live for less than a century.
Alignment. Thanoi are traditionally of evil alignment, but the adventurers among them come in all stripes.
Size. Thanoi usually exceed 8 feet in height and 250 pounds in weight. Your Size is Medium.
Speed. You have a base walking speed of 30 feet and a base swimming speed of 30 feet.
Monstrosity. Your creature type is monstrosity rather than humanoid.
Hold Breath. You can hold your breath for up to 10 + your Constittuion modifer minutes.
Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
Tusks. Your tusks are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Polar Resistance. You have resistance to cold damage.
Languages. You can speak, read, and write Common and Aquan.
The Thanoi is my biggest concern, as I was pretty faithful in adapting the monster statblock, my main concession to balance being downgrading the monster’s cold immunity to resistance. I left in the Pack Tactics, though, which Detect Balance 2022 said was fine, but those calculators can miss details that push brews over the edge.
Anthropomorphic polar bears native to far southern Ansalon, ursoi are most commonly found in Krynn’s polar regions.
Ursoi Traits
Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
Age. Ursoi come of age in their late teens and live for less than a century.
Alignment. Ursoi have strong senses of honor and altruism, tending towards law and good.
Size. Ursoi usually exceed 8 feet in height and 250 pounds in weight. Your Size is Medium.
Speed. You have a base walking speed of 30 feet, and a base swimming speed of 30 feet.
Darkvision. You have darkvision out to a range of 60 feet. In that range, you can see in dim light as if in bright light, and darkness as in dim light.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Apex Predator. You gain proficiency in one of the following skills: Athletics, Perception, or Survival.
Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Natural Armor. Your furry hide and thick fat protect you against attacks. When you aren’t wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
Polar Resistance. You have resistance to cold damage.
Languages. You can speak, read, and write Common and Ursoi.
Finally, the Ursoi is rather pigeonholed into martial roles, but I feel it does its niche well enough to balance things out.
*I know One D&D is going to change the term to Species, but for the time being I’m using the current term.