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    Kathulex's Avatar

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    Default Races for a large homebrew setting - Help needed

    Hello. What I'm presenting here are races from my homebrew setting. The setting was at first designed for a custom storytelling system (that had minimal numbers and dice) so all the races are pretty much open for any and all mechanical intrepetation. There are 20 of them and each is unique in the way.

    The setting itself will be posted in the world-building subforum later. Without further ado, I will post the races and current ideas for stats and racial abilities that me and friend believe are optimal and balanced enough for 5e.

    Spoiler: Human
    Show

    Most common race. Everything is the same as in Phb but instead of standard and variant versions, I opted for a subrace aproach and buffed them a bit

    Gifted human:
    ASI: One AS is increased by 2, rest by 1

    Skilled human:
    ASI: Two AS increased by 1 OR one is increased by 2
    Feat
    Skill
    Proficiency with one specific piece of equipment


    Spoiler: Sergal
    Show

    Sergals in this setting are radically different than their usual, known counterparts. Most common race along humans, 5 fingered hands and much more civilized. Decided to add mixed one as a subrace. Should I also add the Southern one?

    ASI: +2 STR,
    Darkvision
    Tail - Prehensile, extra limb
    35 feet speed

    Subraces:
    PUREBLOOD - Most common. Normal Sergal in every regard
    ASI: +1 DEX
    Sergal weapon training - Proficiency with dual blade, short spear and halberd

    PAINTED - Sergal whose blood is mixed with humanoid, usually a human. Their fur isn't uniform color but is rather spotty with large blotches. Mixed with Vrileans the fur is pure white.
    ASI +1 score of choice
    Extra language - You know one extra language of your choice, usually the one of your non-Sergal parent


    Spoiler: Agra
    Show

    Agra are short, pigmy humanoids. Two subraces exist. One that lives in jungles and one that lives mostly in savannahs. Based on Amazonian and Zulu cultures.

    ASI: +1 CON
    Careful retreat: Once per short rest, you can use disengage as a bonus action

    Subraces:
    MSITU are silent hunters and jungle warriors.
    ASI +2 DEX
    Survival - Advantage on CON save against being poisoned
    Silent hunter - Advantage on stealth when hiding in jungles and forests
    Bonus prof. - Poisoner kit proficiency

    UWANJA are Agra tribes that live in savannahs of Oganjlant. They are perceptive and survival hardy.
    ASI +2 WIS
    Alertness - Advantage on passive perception during rest
    Primitive knowledge - Advantage on survival checks for attempting to create simple weaponry, fire and preparing food without proper tools while in wilderness.
    Bonus prof. - Few race/region specific exotic weapons and woodcarvers kit


    Spoiler: Ta'Ra'Aka
    Show

    Ta'Ra'Aka are a bug race. They live underground where they created a giant, organic, Gigerlike civilization. Playable version is ''civilized'' variant that learned the common language and to not attack nonbugs as food.

    WIP (very extensive lore and subraces, however)


    Spoiler: Jotun
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    Giantlike race of humanoids living in far north regions where ice rules. Feared as mercenaries and deeply traditional. Based on earliest depictions of Vikings.

    ASI: +2 STR +1 CON
    Powerfully built - Medium size but in some cases gets Large abilities. Those are:
    -Advantage on STR checks for pulling, pushing, holding in place, etc.
    -Advantage on STR contest when grappled by medium or smaller creature
    -Can use two handed simple weapons and specific exotic weapons in one hand
    -Disadvantage on all attack rolls for weapons with light property
    Frostborne - Resistance to cold attacks
    For the sagas - If you roll 1 or 2 on damage die for critical hit, it is regarded as 3 instead
    Bonus prof. - Stonecarving kit and one race/region specific exotic weapon


    Spoiler: Atterkin (Thanks ObliviMancer)
    Show

    Civilized spiderfolk that enjoy the peace and quiet of civilization. They aren't driders/spidertaurs but rather more like Nerubians. Natural merhants and alchemists. 2 subraces.

    ASI +2 WIS
    Silk - You can create silk. How you use it is completely up to you.
    Unorthodox body shape - Six legs, abdomen
    Passive climb - You can climb any non sticky or wet surface without hassle. This includes walls.

    Subraces (both need a name so I use placeholders)

    Black Widow is a rarer subrace. Their fuzz is dark coloured and are often part of various assassin orders due to their natural abilities.

    ASI +1 DEX
    Poison bite - Your bite is a poisonous finesse weapon and you are proficient with using it. Bite does 1d4 piercing and your opponent must attempt con save. If he/she fails, he is posioned until successful
    Fuzzy step - Your steps are completely silent.

    House spider is more common subrace. Their colour is various but purplish hue is most common. They are mostly merchants and alchemists.

    ASI +1 INT
    (need ideas)


    Spoiler: Grenzer
    Show

    Race of humanoids with a very special sense of culture and history. Immune to alcohol and very friendly.

    ASI +2 CHA and +1 of your choice
    Fearless - Cannot be frightened
    (Not so) legend lore - Proficiency on history
    Bonus language
    Bonus prof. - Longbow and 2 exotic race/region specific weapons


    Spoiler: Felis (formerly Rakshasa)
    Show

    I used to have Rakhshasas as one race but decided to expand it to an actual big cat race with 3 subraces.

    ASI +2 STR
    Darkvision
    Catwalk - Your steps are silent

    Subraces
    FELIS REX are basicaly lionfolk. Central continent.

    ASI +1 CHA
    Lionheart - Can use STR modifier instead of CON when using hit die
    Brave - You have advantage against being frightened

    RAKHSHASA are tigerfolk. Oriental regions, mostly based on Heroes Of Might And Magic depictions.

    ASI +1 INT
    4 arms
    Spiritual - You are proficient with religion and possess knowledge of holy sciptures of Orient
    Ancient sword training - You are proficient with scimitar, talwar and katar

    Stórhríð Hlébarði are snow leopards. They live in the same regions as Jotuns do. Even though they live in extreme conditions, they are probably the most carefree and jolly of all Felis

    ASI +1 WIS
    Born in extreme conditions - You have advantage on saves against any enviromental hazard, be it extreme heights, extreme weather, etc. Enviromental hazards also cannot impose disadvantage on your rolls.
    Survival expert - You can easily start a fire and find food in most unhospitable of places


    Spoiler: Dwarf
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    Pretty much the same as in PHB except no subraces.

    ASI +2 CON +1 WIS
    Everything else stays the same


    Spoiler: Kobold
    Show

    They are here too. Since dragons only exist in legends nowadays, Kobolds decided to live among other races, losing sunlight sensitivity and gaining some other things. Now, a fun thing here is that there exists a kobold mixture with other races. Its called a Dragonborn

    ASI +1 CHA
    Darkvision

    Subraces - just like Sergals, a mixed race Kobold a.k.a. Dragonborn is technically a subrace.

    Kobold - normal, everyday kobold
    ASI +1 DEX +1 WIS
    Small
    Halfling Kobold Lucky
    Gutless - if under 50% hp, take disengage as bonus action

    Dragonborn - This is what happens when a lucky Kobold finds true love with a nonkobold. The little amount of Dragon blood in them is enough to create a somewhat respectable looking, dragonlike anthropoids. They are similar to standard PHB Dragonborns only in name and somewhat in appearance. They are much leaner and smaller, mostly being tall like humans. They also have tails.

    ASI +1 on two scores of choice
    Medium size
    Breath weapon - Unleash your inner dragon! PHB rules except its always line and its always fire.
    Damage resistance - You also have resistance to any fire based damage


    Spoiler: Vrilean
    Show

    Race of cold humanoids that live secluded in the farthest regions of the land. Expert scientists and perfect in every way. Completely lack empathy. Based on the novel The Coming Race

    ASI +2 INT +1 CON
    Aura of superiority - Advantage on intimidation checks
    Veil walker - Immune to negative effects of Veil dimension (setting exclusive)
    Perfectionist - When attacking with advantage, you add double your proficiency to the roll. When rolling with disadvantage, you add no modifiers to the roll
    Darkvision
    Bonus prof. - Artisan tool of choice and short sword


    Spoiler: Dreamers
    Show

    Nagas living on far continent. 2 subraces.

    ASI +2 CON
    4 arms
    Unorthodox body shape - No legs/snake body
    Tremorsense - You can feel vibrations of others and use them to point and position where they are

    Subraces (placeholder names)
    COBRA is common. Good hunters and quite fast

    ASI +1 DEX
    Poison bite - Bite is a weapon you're proficient with. 1d4 + posion, CON save.
    Your speed is 35 feet
    Bonus prof - You are proficient with bolas and boomerangs

    ANACONDA on the other hand is bigger, meaner but not as neurotic.

    ASI +1 STR
    Body crush - Instead of grappling, you can attempt to wrap and crush your opponent. Successful grapple inflicts 1d8 + STR damage as long as the opponent is grappled
    Water adapted - You can hold your breath for 10 minutes


    Spoiler: Orc
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    Quite different than stereotypical orc. They are mostly based on half orcs from Arcanum: Of Steamworks And Magic Obscura. 2 subraces

    ASI + 2
    Relentles endurance
    Darkvision

    Subraces
    QUITE CIVILIZED is the more common, town orc that does an office job and enjoys more beautiful things in life reading and splitting skulls.

    ASI +1 INT
    Bonus prof. - Rapier and instrument of choice
    Savage librarian - Critical hit with magic adds one more damage die to the roll.
    Menacing gentleman - You gain proficiency with intimidation skill and can use your INT modifier instead.

    NOT SO QUITE CIVILIZED are classic half orcs we all know and love

    ASI +1 CON
    Savage attacker
    Menacing - Proficiency with intimidation
    Bonus prof. - Maul and instrument of choice


    Spoiler: Arashi U-Oka
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    Race of anthropomorphic asiatic dragons. Pretty much natural monks.

    ASI +2 DEX +1 WIS
    Dragoneyes - Proficiency with perception
    Bonus prof. - Oriental weaponry like katanas and similar stuff.
    Inatte weather control - This one needs work. In previous system it was a levelable skill. I thought about making it thaumaturgy at first level and then upgraded as levels go?
    Lover of pearls - Advantage on perception and investigation when looking for treasure
    Darkvision


    Spoiler: Alssahra Wukir
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    Race of mystical humanoids living in the deserts. Based on magical world from 1001 Nights.

    ASI +2 CHA +1 DEX
    Djinn Legacy - Some spells acquired as levels go. Feel free to suggest which. Anything that has to do with fire, sand and water and manipulation of those.
    Bonus prof. - Some race/region exotic weapons
    (something else)


    Spoiler: Aquili
    Show

    Aarakocra but thought out more as a whole bird race with 3 subraces.

    ASI +1 DEX
    Flight 30ft (50ft at level 6)
    Claws - 1d4

    Subraces

    PATRIA are the westmost Aquili resembling bald eagles. They believe in freedom for all people.

    ASI +2 CON
    (something here)

    ADLER is center continent Aquili, resembling a falcon. They are more rigid but ultimatively wise and calculated.

    ASI +2 WIS
    (something here)

    KENKU/CROW TENGU are easternmost Aquili, resembling crows. They are highly intelligent and have a knack for decepting people
    ASI +2 INT
    Sound mimicry
    (something here)


    Spoiler: Kazaakin
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    Race of humanoids living in steppes. Nomad lifestyle and rich horseriding culture. Best riders in the world. Subraces are based on Cossacks and Mongolian hordes respectively

    ASI +2 WIS
    Culture of the horse - Proficiency in animal handling and advantage on animal handling rolls for any checks involving horses
    Mount - You start with a Kazaak warhorse mount that listens to you

    Subraces

    Zaporoz - Kazaakin of steppes
    ASI +1 STR
    Bonus proficiencies - You are proficient in usage of Shashka, kindjal and karabela
    Expert rider - You have advantage on saves for staying mounted on your horse

    Tengger Cavalry - Oriental kazaakins, based on Golden Horde
    ASI +1 DEX
    Bonus prof. - Horseriding bow, Chu-Ko-Nu and Dao
    Nomad - Your nomad lifestyle made you pretty hardy. You can rest on your horse if needed and have advantage on CON saves against getting exhausted due to traveling.



    Spoiler: Skaven
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    They live in slums of large cities, just like Kobolds. They also hate Kobolds and Kobolds hate them. They spread disease and are generally unpleasant.

    ASI +1 STR +1 DEX +1 CON
    Darkvision
    Small
    Pack tactics - +1 bonus on attack and damage rolls when attacking 5ft from an ally. Becomes +2 on level 7, +3 on level 15
    Sleight of hand - Advantage on sleight of hand when pickpocketing
    Filthy - Immune to diseases


    Spoiler: Gorani Sub Stelle
    Show

    Race of humans that got infused with magic of nature during one apocalyptic event.

    ASI +2 DEX +1 INT
    Keen senses - Proficiency on perception
    Fey ancestry
    Goodberry - You know goodberry spell and can cast it once per long rest.
    Mask of the wild


    Spoiler: Proteo Abyssi
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    Elusive underground race of anthropomorphic olms. Mystery to many as they live even deeper underground than bugs do.

    ASI +2 DEX +1 CHA (Still thinking what to put here)
    Blindsight - You don't have eyes. Rather, you have 80ft blindsight.
    Gills - You have gills and can breathe underwater
    Cavern dweller - You have advantage on stealth and nature checks when in caverns
    Water addicted - You are not used to life out of water. You have to get wet whole atleast once a day or you get one level of exhaustion per day.


    These are races I use. Help in properly converting, thinking of new abilities, etc. is greatly apreciated.
    Last edited by Kathulex; 2016-09-29 at 08:07 PM.

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    Default Re: Races for a large homebrew setting - Help needed

    Bump, anyone?

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    ElfRangerGuy

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    Default Re: Races for a large homebrew setting - Help needed

    I don't like giving Jotuns disadvantage with light weapons; if you're strong enough to heft a greatclub with one hand, wouldn't you be strong enough to swing a shortsword quickly and accurately? Besides, 5e tends to stay away from racial penalties.

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    Default Re: Races for a large homebrew setting - Help needed

    is skaven is same as warhammer one

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    Default Re: Races for a large homebrew setting - Help needed

    Quote Originally Posted by Rerem115 View Post
    I don't like giving Jotuns disadvantage with light weapons; if you're strong enough to heft a greatclub with one hand, wouldn't you be strong enough to swing a shortsword quickly and accurately? Besides, 5e tends to stay away from racial penalties.
    It is not the matter of strength, more a matter of size. With large hands, wielding stuff like daggers and darts might pose a problem. But, yes, now that you mention shortsword, it does puts them at disadvantage here. Yes, being able to wield greatclub (a 1d8 weapon) and some very specific region weapons one handed while being unable to wield quite a number of smaller ones is rather restricting. I will remove that.

    Quote Originally Posted by khadgar567 View Post
    is skaven is same as warhammer one
    Pretty much yes. Lore is different but are almost same in every other regard.

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    Default Re: Races for a large homebrew setting - Help needed

    Quote Originally Posted by Kathulex View Post
    Pretty much yes. Lore is different but are almost same in every other regard.
    chaos astartes( space marine), sisters of battle, and tyranids and now skaven looks like we might have enough material to make warhammer setting using d&d 5th edition as base( we already have eldar( elfs) green skin( orc goblin and vice versa) only thing remains is basicly necron and maybe vampire courts

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    Default Re: Races for a large homebrew setting - Help needed

    Spiderfolk could be called Atterkin. Just a thought. Like your races, but not enough time to say much else.

    I believe that the darkness reminds us what light can be


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    Default Re: Races for a large homebrew setting - Help needed

    Quote Originally Posted by khadgar567 View Post
    chaos astartes( space marine), sisters of battle, and tyranids and now skaven looks like we might have enough material to make warhammer setting using d&d 5th edition as base( we already have eldar( elfs) green skin( orc goblin and vice versa) only thing remains is basicly necron and maybe vampire courts
    Ta'Ra'Aka (the bug race) takes a lot of aesthetical inspiration from Tyrannids, Zergs, Giger, etc. so there's that. Warhammer setting would be lovely.

    Quote Originally Posted by ObliviMancer View Post
    Spiderfolk could be called Atterkin. Just a thought. Like your races, but not enough time to say much else.
    Atterkin is wonderful. Thank you very much. Hope you will find some time for an idea or two.

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    Default Re: Races for a large homebrew setting - Help needed

    Quote Originally Posted by Kathulex View Post
    Ta'Ra'Aka (the bug race) takes a lot of aesthetical inspiration from Tyrannids, Zergs, Giger, etc. so there's that. Warhammer setting would be lovely.
    astartes , sisters of battle and tyranid gaunt made by jna production
    skaven and ta'ra'aka( needs more simple name) from yours
    green skin ( ork goblin and vice versa) from idiots of the coast(which they love their wizard class to much that they give love in every supplement)
    so only thing remaining is basicly brewing some chaos race and maybe von carstein clan of vampires counts
    by the way any info about nids of your setting like biomorph weapons only they can use or they just basic bugs with medium size
    for more ideas about zerg portion of nids race check this link

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    Default Re: Races for a large homebrew setting - Help needed

    Quote Originally Posted by khadgar567 View Post
    by the way any info about nids of your setting like biomorph weapons only they can use or they just basic bugs with medium size
    The playable subraces are a thri-kreen looking combat drone, a mothlike anthropomorph healing/support and mantislike anthropomorph flanker/dextrous. In a way they are basic bugs with medium size but the hive has more, nonplayable/nonsociable subclans like shapeshifters, titans, praetorians, etc.

    And bioweapons speaking, the mothlike one has a needle weapon and much later in setting (this era is for storytelling campaigns, technologicaly in post WW1 level) the bugs get bio firearms which are nothing but actual, living beings bred for that purpose. Much like Nids.

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    Default Re: Races for a large homebrew setting - Help needed

    EDITED: Sergals now have subraces and so do Kobolds and Kazaakin, Felis have updated subrace traits, Orcs have some proficiencies and Dreamer subraces are updated.

    Still need ideas for more.

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    Default Re: Races for a large homebrew setting - Help needed

    Bump

    Current status is reworking on lots of lore and translating whole setting into English.

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    Default Re: Races for a large homebrew setting - Help needed

    ... Alpakin. Alpaca-people. I'll think on suggestions at work and come back with something tonight.

    I believe that the darkness reminds us what light can be


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    Default Re: Races for a large homebrew setting - Help needed

    Quote Originally Posted by ObliviMancer View Post
    ... Alpakin. Alpaca-people. I'll think on suggestions at work and come back with something tonight.
    The list of races is PROBABLY final. Thanks for suggestion, however.

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