My sig is telling me that it's time to condense down my homebrew stuff into a single index thread where people can look at all the stuff I'm up to and that I've done. I'll keep this thread updated with stuff as I start new projects and update old ones, but basically it just exists so that I have one place to put all my stuff. Please browse and enjoy, and I always, always love hearing any thoughts from anyone who has taken the time to read my work.

Playable "Monster" Races
This is a loosely associated group of homebrewed race options for player characters whose main focus was to bring a bit more variety and magic to the options available during character creation. While I've done my best to give each race a strong identity as well as neat tricks that make them feel distinct from other options available, I also kept an eye strongly on balance and general utility, trying not to pigeonhole any race as too narrowly focused on a coupe builds, or so excellent at a single thing that no other race can compete with them there. Mostly, though, they are supposed to be fun and unique, a chance to play something you might not have played in D&D before.

Centaurs A playable take on the classic mythological creatures. +2 Con, +1 Str/Dex
Floran Humanoid trees. They are actually the immature form of long-lived sentient trees which take root after a few decades of living life as a humanoid. +2 Wis, +1 Cha/Physical score
Nereids Merfolk who can walk around and have massive underwater kingdoms of their own. +1 Cha, +2 Dex/Str/Int
Oni Although they look vaguely demonic, they are actually a boisterous and competitive people with culture and traditions going back centuries. +2 Str, +1 Cha
Snow Witches Supposedly created eons ago by an elder god who wanted to cover the world in ice, they are outwardly emotionless beings who thrive in the coldest mountains. +2 Con, +2 Int
Likho Clycloptic charming Lovecraftfolk without binary gender and with an overwhelming curiosity to experience the world. +2 anything, other
Harpies Folks with wings who can't quite fly, but are fast and adaptable enough to seek out adventure. +1 Dex, +2 Str/Con/Int/Cha

5E Modern Rules Conversion
I've only just started this project, but the goal is to have a system for playing character in a shadowy, conspiracy-filled urban arcana version of modern Earth using the 5E ruleset. I'll add links to the various facets this system needs as I make them and start threads seeking people's opinions on what I've got.

The Wounds system: A rules module for lasting injuries, grittier damage, and rebalanced character durability in light of the existence of firearms for D&D 5E.