Beast Race Feedback: Rantar, Slavic Rocket Raccoon
Aug 31, 2017 0:37:48 GMT
DM Exitium, Orinen, and 2 more like this
Post by meribson on Aug 31, 2017 0:37:48 GMT
I'm working on a race book for one of the custom races in my setting: Rantar.
Hailing from the taiga forests of Sylvanor, these short furred peoples have a reputation for mischievousness bordering on cruelty. It is a rare rantar that can spend more than a few minutes without anything to keep their hands busy, and most have a fondness for traps and other mechanical devices. My player's first exposure to them was their caravan being surrounded by upwards of forty, all of them pointing crossbows, and as soon as one of them spoke, one player blurted out, "It's a Russian Rocket!"
My plan is to flesh them out enough that I don't get Marvel on my case, and my current thought to do so is to weave their faith into their entire culture. Their religion has 12 gods, and each one is the equal and opposite to one of the others. The dominant four are Dazhbog (King of Night), Grolzhbog (King of Death), Movzhbog (King of Life), and Razhbog (King of Day). Dazhbog is seen as the embodiment of night and aggressive leadership. Grolzhbog is seen as the embodiment of arcane magic, decay, and winter. Movzhbog is the embodiment of divine magic, growth, and summer. Razhbog is the embodiment of the day and defensive leadership. The other gods are Begast, Morkosha, Morzic, Ruk, Svarog, Sventuk, Velada, and Vorzik.
From what I currently have for their social structure, they travel in close knit, extended family groups numbering anywhere from ten to fifty. Called sam'lad, these are considered analogous to clans by outsiders, and to betray the sam'lad is unthinkable to most rantar. The greatest crime in their society is to betray your sam'lad, the penalty is banishment underground. In a setting where the Underdark is quite appropriately called the Under-Crypt, it's a death sentence in all but name.
Their 5e racial abilities are:
Ability Score Increase. Your Dexterity score increases by 1.
Age. Short lived compared to most other races, Rantar reach adulthood at the age of 5 and few live to reach 40.
Alignment. Rantar are typically Chaotic Neutral. Close knit but mischievous, often to the point of maliciousness with outsiders. For those within their families, they show unmatched loyalty and protectiveness.
Size. Rantar average roughly 2½ feet tall and most weigh around 30 pounds. Your size is Small.
Speed. Fast on your feet, your base walking speed is 30 feet.
Darkvision. Accustomed to the day-long winter nights and shadowy forest undergrowth, you have superior vision in dim and dark conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
Keen Senses. You have proficiency in the Perception skill.
Underestimated. Your small size and resemblance to small animals makes foes initially underestimate you. Any enemies that attack you during a surprise round before you act have Disadvantage. Note that this does not cancel Sneak Attack damage.
Languages. You can speak, read, and write Common and Rantar.
Subraces. Their favored homelands has resulted in two varieties of rantar: boreal and tundra. Choose one.
Boreal Rantar
Ability Score Increase. Your Intelligence score increases by 2.
Crafter. You gain proficiency in the artisan’s tool of your pick: leatherworker’s tools, smith’s tools, or tinker’s tools.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size category larger than you.
Tundra Rantar
Ability Score Increase. Your Wisdom score increases by 2.
Gods' Blessing. You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.
So can I get some feedback on any of it?
Hailing from the taiga forests of Sylvanor, these short furred peoples have a reputation for mischievousness bordering on cruelty. It is a rare rantar that can spend more than a few minutes without anything to keep their hands busy, and most have a fondness for traps and other mechanical devices. My player's first exposure to them was their caravan being surrounded by upwards of forty, all of them pointing crossbows, and as soon as one of them spoke, one player blurted out, "It's a Russian Rocket!"
My plan is to flesh them out enough that I don't get Marvel on my case, and my current thought to do so is to weave their faith into their entire culture. Their religion has 12 gods, and each one is the equal and opposite to one of the others. The dominant four are Dazhbog (King of Night), Grolzhbog (King of Death), Movzhbog (King of Life), and Razhbog (King of Day). Dazhbog is seen as the embodiment of night and aggressive leadership. Grolzhbog is seen as the embodiment of arcane magic, decay, and winter. Movzhbog is the embodiment of divine magic, growth, and summer. Razhbog is the embodiment of the day and defensive leadership. The other gods are Begast, Morkosha, Morzic, Ruk, Svarog, Sventuk, Velada, and Vorzik.
From what I currently have for their social structure, they travel in close knit, extended family groups numbering anywhere from ten to fifty. Called sam'lad, these are considered analogous to clans by outsiders, and to betray the sam'lad is unthinkable to most rantar. The greatest crime in their society is to betray your sam'lad, the penalty is banishment underground. In a setting where the Underdark is quite appropriately called the Under-Crypt, it's a death sentence in all but name.
Their 5e racial abilities are:
Ability Score Increase. Your Dexterity score increases by 1.
Age. Short lived compared to most other races, Rantar reach adulthood at the age of 5 and few live to reach 40.
Alignment. Rantar are typically Chaotic Neutral. Close knit but mischievous, often to the point of maliciousness with outsiders. For those within their families, they show unmatched loyalty and protectiveness.
Size. Rantar average roughly 2½ feet tall and most weigh around 30 pounds. Your size is Small.
Speed. Fast on your feet, your base walking speed is 30 feet.
Darkvision. Accustomed to the day-long winter nights and shadowy forest undergrowth, you have superior vision in dim and dark conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
Keen Senses. You have proficiency in the Perception skill.
Underestimated. Your small size and resemblance to small animals makes foes initially underestimate you. Any enemies that attack you during a surprise round before you act have Disadvantage. Note that this does not cancel Sneak Attack damage.
Languages. You can speak, read, and write Common and Rantar.
Subraces. Their favored homelands has resulted in two varieties of rantar: boreal and tundra. Choose one.
Boreal Rantar
Ability Score Increase. Your Intelligence score increases by 2.
Crafter. You gain proficiency in the artisan’s tool of your pick: leatherworker’s tools, smith’s tools, or tinker’s tools.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size category larger than you.
Tundra Rantar
Ability Score Increase. Your Wisdom score increases by 2.
Gods' Blessing. You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.
So can I get some feedback on any of it?