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Post by dm_mainprize on Mar 17, 2015 22:31:26 GMT
Hello DMs, Time for another DM-Nastics, if you have missed the last 6 be sure you go find them and put your DM skills to the test. Now for this week I thought we could try and start connecting the weekly DM-nastics with the episodes released on Monday at 12AM. So this week we got some cool ideas from MTG about three playable races or creatures to added to our worlds. In keeping with that idea lets try and homebrew some other playable races based off of other forms of media. Below is a list of fictional characters or species. Let's make them into playable races. Write either a stat block or description of how they would be played or fit into your world, or of that is to lengthy of a task, just write something about that race or culture that you like and would be a great addition to a homebrewed setting. Argonians (Skyrim) Asari (Mass Effect) Skaven (Warhammer) Goa'uld (Stargate) Kree (Marvel Comics) Wild Walkers (Endless Legend) Hissho (Endless Space) Ferengi (Star Trek) White Walkers (ASoIaF) These are just some ideas, if you want to take a race or character from another film, book, game, story to craft your homebrew race please please do! Would love to hear your ideas. Link to DM-Nastics Segment #2
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Deleted
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Post by Deleted on Mar 18, 2015 3:02:12 GMT
Going to have to read up on the race creation guidelines in the DMG before I tackle this one. Think I'll make the Ferengi when I get to it, though!
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Post by dm_mainprize on Mar 18, 2015 18:03:44 GMT
Awesome very glad some one will tackle ferengi. I'm trying to decide which one to do.
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Post by friartook on Mar 18, 2015 18:28:17 GMT
Working on White Walkers in my head. They're a tough one as they are so powerful. A lot of damage immunity and such. Hard to make them balanced as a playable race.
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Post by DM Chris on Mar 18, 2015 19:39:06 GMT
I'll tackle the Skaven as I need them for my world anyways. I'll have them up by Friday night.
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Deleted
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Post by Deleted on Mar 18, 2015 20:37:31 GMT
Ferengi
"There is nothing beyond greed. Greed is the purest, most noble of emotions." Quark
The Ferengi are a mercantile humanoid species from the land of Ferenginar. Their civilization is built on capitalism taken to its extremes, where profit is the sole meaningful goal in life. They are typically shorter than humans, with orange-brown colored skin, blue finger and toe nails, wrinkled noses, sharp teeth, and large rounded ears.
Ability Score Increase: Your intelligence score increases by 1, and your wisdom increases by 2. Age: Ferengi often live to be over 100 years of age, and mature at the same rate as humans. Alignment: Though they abide by their own "Rules of Acquisition," their dealings with other species is often subversive to local law and custom. Ferengi are not typically violent, but their fixation on greed may cause others to perceive them as evil. By and large, they are neutral in regard to both axes of alignment, with a strong tendency to chaotic. Keen Hearing: Their large ears grant Ferengi extremely sensitive hearing. They gain advantage on perception checks involving sound. (* Ferengi have disadvantage on saving throws against thunder effects, and take 1d4 psychic damage from all thunder effects and damage sources) Hidden Mind: Ferengi have a brain with four lobes, which makes detecting their surface thoughts impossible for most telepaths. Any ability which allows for mind reading automatically fails on a Ferengi. Shrewd Traders: Ferengi gain deception as a bonus skill. Eye for Value: Ferengi gain advantage on any intelligence check to appraise the value of an item.
* - suggested as an option. 5e races tend only to have advantageous features. However, Star Trek canon has demonstrated that especially loud sounds are painful to Ferengi
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Post by joatmoniac on Mar 18, 2015 21:38:52 GMT
I'll take the beautiful Skaven out for a spin!
Edit: I meant Kree, haha
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Post by joatmoniac on Mar 18, 2015 22:00:18 GMT
I really like the Ferengi stat block, and the awesome in town scenarios they could slide their way through. The Wisdom bump makes me think about how awesome a Ferengi Cleric would be to play!
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Samuel Wise
Demigod
Ready to Help...
Posts: 989
Favorite D&D Class: Warlock
Favorite D&D Race: Mousefolk
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Post by Samuel Wise on Mar 19, 2015 13:35:29 GMT
I'll try to get the Goa'uld race down. They will definitely be a fun one. #puddlejumper
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Post by dm_mainprize on Mar 19, 2015 22:30:45 GMT
Hissho “Tradition, Honor, Victory” The Hissho are a race of humanoid life forms that evolved from avian creatures in the early days of the world. For much of their history they existed as several tribes spread across the region they now claim as their kingdom. But in recent times have unified under a single monarch. In addition to rule from this monarch, Hissho culture follows strict ritual and protocols, holding honor of oneself and one's family being as important as one’s own life. Sacrifices especially those that deal with blood are still practiced regularly and are a large part of Hissho culture. In addition to these things Hissho feel that they are superior to all others and aim to prove this through war and combat. Being a competent warrior is very important to being a member of the Hissho kingdom. Ability Score Increases: Your STR and DEX increase by 1 each, or you can increase either STR or DEX by 2. Age: Mature at the same rate as humans and live to be about 200. Alignment: You lean towards lawful, as honor and protocol were a large part of your culture. Racial Abilities Keen Vision - Due to being evolved from avian creature you have very keen eyesight and gain advantage on in perception check involving sight. Ranged Experts - You gain proficiency with all ranged weapons. Death before Dishonor - If you fail 2 death saving throws and will die, you can make one final attack against any target of your choice. You can choose to attack yourself. Languages: Common, Hissho
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Post by friartook on Mar 20, 2015 4:01:42 GMT
White Walker
Ability Score Increase: White walkers are exceptionally strong and nimble; they gain a +2 bonus to Strength and a +1 bonus to Dexterity.
Age: White walkers mature at the same rate as humans, but may live as long as 2000 years. However, they cannot reproduce. New, young white walkers are created from the children of humans through ritual.
Alignment: While most races view the white walkers as evil, they truly tend toward neutrality. They do not seek balance of good and evil nor law and chaos. Rather, they are "other motivated". Their only means of maintaining their race is by converting stolen children through ritual. Also, they have a great hatred of the sun, heat, and all warm blooded creatures. Because of these motivations, most other races see them as evil.
Appearance: White walkers are taller and thinner than average humans. They average around 7 feet tall and weigh in around 175 pounds. They have smooth, pale skin the color of snow and glowing, icy blue eyes. Walkers typically wear little in the way of clothing or armor; their innate resistance to cold and most weapons leaves little need for such adornment.
Winter is Resistant: White walkers are immune to cold damage. They also have resistance to damage from any weapons not made of obsidian or Valyrian Steel.
Beware the Thaw: Walkers are vulnerable to fire and attacks from obsidian and Valyrian steel weapons. They take double damage from these. In addition, White Walker abhor and avoid warm temperatures. When the ambient temperature around them is above freezing, White Walkers have disadvantage on all attacks, saving throws and skill checks.
Innate Necromancy: Once per day a White Walker may raise a corpse of any race as an Ice Wight. The Ice Wight has the same stats as a zombie of their original race, but with additional resistances and vulnerabilities. Ice Wights are immune to cold damage and resistant to all damage from traditional weapons. Just like their White Walker masters, they are vulnerable to fire and weapons made from obsidian or Valyrian steel. They take double damage from these.
The Wight is not intelligent, but will follow any commands made by its creator to the best of its abilities. If its creator is not present, the Wight will obey any White Walker's commands. If left to its own devices, the Wight will be drawn to the nearest source of fire or life, and seek to extinguish all it finds. They attack on sight any living thing that is not another Wight or a White Walker, unless they are specifically ordered not to by a White Walker.
Notes: The physical description is the one I had in my head from the books, before seeing the series. I was going to insert some fan art, but everything I could find was heavily influenced by the HBO series. I also considered creating a special weapon proficiency and crafting ability for an Ice Crystal Blade...but its late and my bed is calling.
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Post by insightfulhedgehog on Mar 21, 2015 16:22:40 GMT
Warning: I made this really long so it definetly needs tinkering. Advice Highly welcome. well here goes:
Argonians-
Ability Scores- Argonians tend to be very nimble and tough. They gain a +2 to dex and a +1 to Con
Water Breath- Argonians are born with gills and therefore have the ability to breath underwater for long periods without needing to come up for air.
Cold Blooded- Argonians are reptillian in nature and are effected by their climate. The have disadvantage on survival rolls in cold climates and lose 5ft of movement speed when chilled.
Instinctual Thieves- Argonians have a natural affinity for all things roguish and have proficiency in sleight of hand and stealth checks.
Addictive Personality- Argonians tend to have difficulty not endulging desires especially when it comes to drugs and drink. They tend to have some addiction starting out whether that be to ale or skooma.(Make a roll on the drug table or create your own)
Rough Hands- Argonians can use their hands as natural weapons which do 1d6 as though they were proficient with unarmed strike.
Proficiencies- Light Armor, Unarmed Strike, Scimitars, Daggers, and Cutlass's
Tough Skinned- Argonians have proficiency on saves against disease.
Alignment- Argonians tend to be Chaotic aligned but don't lean toward evil or good generally. They are usually tricksters but sometimes this escalates to them becoming assassins or Pirates.
Size- They are Medium and are generally similar in size and weight to humans.
Age- Argonians true capacity for lifespan is unknown because they all generally die of drug overdoses or due to making enemies of people stronger then them. They reach adulthood around 25 and are believed to live upwards of 130 years.
Drugs- 1 Crystals- arcane crystals from long broken magical artifacts that when swallowed give you some random effect(i didnt make a table for this but think some are cursed and some are not) they are difficult to come by and must be taken around twice a month or else the user will suffer night terrors and be unable to complete a full rest. The effect lasts about 3 hours and when the gem is "passed" 8 hours or more later its effect tends to change. They are reusable in that sense. If taken more frequently they will cause the user to be more likely to get negative effects on the table.(1-5 are good 6-10 are bad and if taken to iften would add +2 to rolls meaning bad things are more likely). 2 Caps- A common mushroom found in the forest which grants its user insane strength for a short time. Someone using caps gains 10 minutes of a strength score equal to 20 however when it wears off their stats all drop down to 10 for 30 minutes. Caps can only be used once a day or risk overdose and must be taken every other day in order to retain an immunity to te toxins also found in caps. If immunity is lost the user will not be able to move for a full day until the neuro toxin wears off 3 Ale- No great bonus but also not great minus other then an addiction to ale which when over consumed causes nausea and disconcertedness 4 Skooma- Skooma is a drug that gives its user the ability to subtract up to 3 from their roll to hit and add it to their attack damage. However, when taking skooma roll a d8 if the out come is a 1 the user falls to the ground and begins to convulse for 1d8+3 rounds. If the roll is an 8 the user gets advantage on rolls to hit when using the effect. The effect lasts 3 rounds of combat. Skooma can be used twice per day as a maximum but if used twice the users long rest time is 4 hours longer. Skooma is common but if prepared wrong can be deadly. 5 Dice- Look identical to a sugar cube with a taste to match. The user takes a minus 3 to all rolls witha d20 but also adds 1d6 to the roll. This drug which is commonly found in gambling halls is the drug of choice for anyone who likes to take chances. It is however highly addictive and tends to cost a pretty penny. If this habit is not maintained the user starts to lose feeling in their fingers. They lose 1 dex a day if they don't keep up their habit. Their dex returns to normal once they resume using. 6 Rocks- A coarse mineral discovered by the dwarves in the ground. Primarily used in non-magical healing Rocks is the street name for a mineral cal Taldimite. When ingested the user gains temporary hit points equal to their con modifier+3. However, creatures who use this dug recreationally also gain ancient knowledge from the earth and therefore have proficiency on all relevant intelligence based skills. The big negative to Rocks is that if overused it effects intelligence and memory. Users have a permanent -2 to int when addicted to this drug which increases to a -3 if in withdrawel.
Ok so, I tried to use the drug table to balance out all the good traits but I may have gone a but overkill. Let me know if you think the race needs any changes, a nerf, or a buff. i personalky think a nerf is in order but since I typed it all up I'm going to post it all and see what people do and don't like.
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Post by joatmoniac on Mar 25, 2015 7:42:10 GMT
Well I finally got around to doing this one, and I think it is pretty solid, but who knows I could be totally off base with that thought, haha! I tried to format it as closely as possible to the PHB and even tossed in subraces and a random evil race (a la the Drow and Duegar.) Even talk here is my race addition:
Kree
The Kree race resembles humans with the exception of those with blue skin. They have a higher strength than humans because of the increased gravity on Hala, but cannot breathe in Earth’s atmosphere without a “breathing formula.” The Kree race was evolutionary stagnant for some time. During this time they bred with other races creating the pink skinned version of the race. Over millennia the pink skinned version outnumbers the blue skinned ones.
Ability Score Increase. Your Strength score increases by 2.
Age. Kree mature at the same rate humans do and reach adulthood in their late teens and live for close to a century.
Alignment. Due to their nationalistic, imperialistic and militaristic society with only one widespread religion being worshipped they are mainly Lawful in nature.
Size. Kree height can vary greatly, but is typically that of humans. Adult Kree range (typically) from between 5 to 8 feet (1.5 to 2.4 m) tall.
Speed. Your base walking speed is 30 feet.
Tech Savvy. Whenever you make an Intelligence (Investigation) related to mechanical items you are considered proficient in the Investigation skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Extra Organs. A Kree character may reroll a failed death saving throw. After using this ability you can’t use it again until short or long rest.
Languages. You can speak, read, and write Common and a second language of your choosing.
Subrace. There are two subraces of Kree in the universe. They are the blue skin Kree and the pink skin Kree.
BLUE SKIN The blue-skinned "purebred" Kree have become a small, but powerful, minority. They have almost exclusively lived on Hala and continue to stay adjusted to living in a heavier gravity than Earth’s. They also continue to have a nitrogen dependency for survival.
Ability Score Increase. Your Constitution score increases by 2.
Purebred Politics. You have proficiency with both Charisma (Intimidation) and Charisma (Persuasion) due to years as part of the upper class of the Kree society on Hala.
Nitrogen Dependency. For each day that a blue skinned Kree does not use a dose of their “breathing formula” they receive a level of exhaustion.
PINK SKIN After millennia of interspecies breeding the pink skinned Kree have become the more prominent kind of Kree. They have a similar appearance to that of Caucasian humans.
Ability Score Increase. Your Charisma score increases by 2.
Human Likeness. You have advantage on all skill checks that include the impersonation of a Human.
RUUL After 90% of the Kree population were intentionally killed by their deity (Supeme Intelligence) they were then artificially evolved by means of an artifact. This new brand of evolved Kree have a grayish skin tone and many shoulder-length tentacles atop their heads. Individuals possess the ability to 'will' adaptation to different environments, spontaneously developing the ability to breathe underwater, fly, or whatever their circumstances require.
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Post by joatmoniac on Mar 25, 2015 8:00:21 GMT
Warning: I made this really long so it definetly needs tinkering. Advice Highly welcome. I think this is well done. The only thing that I would suggest is to tighten up the drugs section to be more akin to the length of the choices in the background sections (i.e. Ideals, Bonds, etc.) I think that it works well though as a one off as the Drugs need more explanation as they can't be referenced to as would be available in a larger piece of work. Also, how did you come to equate Tough Skinned to give proficiency to Save Against Diseases? I only ask because the Kree also have tough skin, but I couldn't figure out how to mechanically make that happen.
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Post by insightfulhedgehog on Mar 25, 2015 18:40:51 GMT
I'm a bit confused by what you are saying about it lending itself to a one off more so and the ideals aspect. I agree it needs tweaking but I think I am just being dumb about how I am reading it. perhaps I need to flush them out a bit more?
As for the tough skinned aspect I probably should've called it something else. However, in skyrim argonians have a racial trait that gives them 50% immunity to disease. The only way I could concieve that this was possible was that they had a tough outer layer. Any renaming ideas?
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