Post by friartook on Jul 28, 2015 15:53:34 GMT
I am going to use this thread to post some of draft race customizations I am working on for a new campaign/worldbuilding plan. There will be a full worldbuilding thread when I get a bit more done on that front. For now, I am working on these custom reskins of Elves and Dwarves.
For today, I present a draft of my reskin of Elves for your perusal and feedback. I am omitting a fair amount of "flavor text" for now. I want to get the base crunch right before I pad it with the fluff.
This is set up for D&D 5e; I used the 5e Elves and Drow as a base racial template, then made changes to fit the flavor I am looking for. I attempted to balance each positive with a negative and vice versa. Any feedback at all is most welcome!
Huldufolk:
Ability Increase: Your dexterity score increases by 2 and your charisma score increases by 1.
Age: Timeless; Huldufolk live for thousands of years. When they "die" of natural causes, their energy is absorbed by their clan and used to fuel arcane spells of protection and illusion around the clan dwellings.
Alignment: Huldufolk lean strongly toward Chaotic and Neutral alignments. The motives of Huldufolk are often inscrutable to mortals. They are easily offended and just as easily mollified or distracted from their offense. They may choose actions on a whim; these actions may seem evil or cruel to others. They have a reputation for teasing and tricking mortals who do not show the proper respect for them or their domains.
Size: Huldufolk are usually between 5 and 6 feet, but their homes are magically enchanted and they are often seen to be "shrinking" as they enter their otherworldly domains. This has led some to believe they are very small in size and only appear larger by illusion.
Speed: Your base speed is 30 feet.
Darkvision: Same as standard elf.
Keen Sences: You are proficient in the Perception skill.
Fey Aspect: Huldufolk live simultaneously in our world and the Fae realm. You have advantage on saving throws against being charmed, and magic cannot put you to sleep. The Fae have a natural aversion to iron and steel. You are vulnerable to damage from Cold Iron weapons (double damage). Regardless of class, you are not proficient with armor or weapons made of iron or steel. Some Huldufolk clans that live near mountains make spear heads and arrowheads out of bronze, but this is the exception rather than the rule. Most prefer wood, bone and stone weapons and leather or hide armor.
Sunlight Sensitivity: Huldufolk exist half in our world, and half in the Fae kingdom of Twilight. They do not function well under direct sunlight, and appear insubstantial in same, though they can be easily seen at twilight and through dusk and appear to shimmer slightly in full night. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you are in direct sunlight. While in direct sun, you appear insubstantial as if affected by the Blur spell.
Innate Spellcasting: Huldufolk, existing half in our world and half in the Fae realm, are closer to magic than mortal races, being born of magic and tied into the weave of creation. While Huldufolk often appear to be able to shrink themselves or phase through wood or stone, they are actually interacting with the innate magics of their clan homes, which exist (much like the Huldufolk) half in our world and half in the Fae realm. Huldufolk may also cast certain spells as part of their Fae inheritance:
All Huldufolk may cast certain spells innately: You know the Shillelagh cantrip. At third level you may cast Disguise Self once per day, and at 5th level you may cast Invisibility once per day. Charisma is your spellcasting ability for these spells.
Class Restrictions: Huldufolk may be Barbarians, Bards, Druids, Fighters, Rangers, Sorcerers, or Rogues.
Note: In my plan for this world, arcane magic is rare and amazing. Wizards and Warlocks may exist, but they would be unique, one of a kind examples and mostly humans. The magic wielded by Bards and Sorcerers is tied to having a connection to the Fae; it would be available to Elves (Huldufolk) and Half-Elves (The Fae-Touched). Druids are the Clerics of the Huldufolk as well as a powerful religious/political sect among humans (think the actual Druids of the Britannic Isles).
For today, I present a draft of my reskin of Elves for your perusal and feedback. I am omitting a fair amount of "flavor text" for now. I want to get the base crunch right before I pad it with the fluff.
This is set up for D&D 5e; I used the 5e Elves and Drow as a base racial template, then made changes to fit the flavor I am looking for. I attempted to balance each positive with a negative and vice versa. Any feedback at all is most welcome!
Huldufolk:
Ability Increase: Your dexterity score increases by 2 and your charisma score increases by 1.
Age: Timeless; Huldufolk live for thousands of years. When they "die" of natural causes, their energy is absorbed by their clan and used to fuel arcane spells of protection and illusion around the clan dwellings.
Alignment: Huldufolk lean strongly toward Chaotic and Neutral alignments. The motives of Huldufolk are often inscrutable to mortals. They are easily offended and just as easily mollified or distracted from their offense. They may choose actions on a whim; these actions may seem evil or cruel to others. They have a reputation for teasing and tricking mortals who do not show the proper respect for them or their domains.
Size: Huldufolk are usually between 5 and 6 feet, but their homes are magically enchanted and they are often seen to be "shrinking" as they enter their otherworldly domains. This has led some to believe they are very small in size and only appear larger by illusion.
Speed: Your base speed is 30 feet.
Darkvision: Same as standard elf.
Keen Sences: You are proficient in the Perception skill.
Fey Aspect: Huldufolk live simultaneously in our world and the Fae realm. You have advantage on saving throws against being charmed, and magic cannot put you to sleep. The Fae have a natural aversion to iron and steel. You are vulnerable to damage from Cold Iron weapons (double damage). Regardless of class, you are not proficient with armor or weapons made of iron or steel. Some Huldufolk clans that live near mountains make spear heads and arrowheads out of bronze, but this is the exception rather than the rule. Most prefer wood, bone and stone weapons and leather or hide armor.
Sunlight Sensitivity: Huldufolk exist half in our world, and half in the Fae kingdom of Twilight. They do not function well under direct sunlight, and appear insubstantial in same, though they can be easily seen at twilight and through dusk and appear to shimmer slightly in full night. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you are in direct sunlight. While in direct sun, you appear insubstantial as if affected by the Blur spell.
Innate Spellcasting: Huldufolk, existing half in our world and half in the Fae realm, are closer to magic than mortal races, being born of magic and tied into the weave of creation. While Huldufolk often appear to be able to shrink themselves or phase through wood or stone, they are actually interacting with the innate magics of their clan homes, which exist (much like the Huldufolk) half in our world and half in the Fae realm. Huldufolk may also cast certain spells as part of their Fae inheritance:
All Huldufolk may cast certain spells innately: You know the Shillelagh cantrip. At third level you may cast Disguise Self once per day, and at 5th level you may cast Invisibility once per day. Charisma is your spellcasting ability for these spells.
Class Restrictions: Huldufolk may be Barbarians, Bards, Druids, Fighters, Rangers, Sorcerers, or Rogues.
Note: In my plan for this world, arcane magic is rare and amazing. Wizards and Warlocks may exist, but they would be unique, one of a kind examples and mostly humans. The magic wielded by Bards and Sorcerers is tied to having a connection to the Fae; it would be available to Elves (Huldufolk) and Half-Elves (The Fae-Touched). Druids are the Clerics of the Huldufolk as well as a powerful religious/political sect among humans (think the actual Druids of the Britannic Isles).