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Custom Races Felinae Ability Score Increase: +2 Dexterity Age: Typically live to between 50-60 years. Size: Medium Speed: 35 Feet Vision: Darkvision Keen Senses – Proficiency in Perception checks to see, hear, or smell. Catnap – Must take a short rest once during the day, at least two hours prior to the next long rest, or else gain no benefits from their next long rest. Languages – Felinae and Common Subraces: Jubatas: o Speed increases by 15 feet o Proficiency in Acrobatics o Proficiency in Dexterity Saving Throws, never take damage on a successful Save from an effect that requires a Dexterity Saving Throw. o Jubatai range in color from an almost white yellow to a dark brown, and often have dark spots speckling their body. They are the tallest, slimmest, and fastest of the Felinae variants. Their culture is ordered around an event known as the Jubatas-Ludas. Once per month, when the moon is not visible in the sky, this event is held. Athletic competitions of all kinds are held, with the competitors being those sponsored by rich patrons in order to pay the hefty entry fee. Those who accrue the most prestige and victory in these competitions become the new ruling body of the Jubatai, while those that are beaten repeatedly are sacrificed to the gods in exchange for their favor. This is seen as a great shame. Lyncea: o +1 Strength

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A collection of homebrewed custom races for DnD 5th edition.

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Custom RacesFelinaeAbility Score Increase: +2 DexterityAge: Typically live to between 50-60 years.Size: MediumSpeed: 35 FeetVision: DarkvisionKeen Senses Proficiency in Perception checks to see, hear, or smell.Catnap Must take a short rest once during the day, at least two hours prior to the next long rest, or else gain no benefits from their next long rest.Languages Felinae and CommonSubraces: Jubatas: Speed increases by 15 feet Proficiency in Acrobatics Proficiency in Dexterity Saving Throws, never take damage on a successful Save from an effect that requires a Dexterity Saving Throw. Jubatai range in color from an almost white yellow to a dark brown, and often have dark spots speckling their body. They are the tallest, slimmest, and fastest of the Felinae variants. Their culture is ordered around an event known as the Jubatas-Ludas. Once per month, when the moon is not visible in the sky, this event is held. Athletic competitions of all kinds are held, with the competitors being those sponsored by rich patrons in order to pay the hefty entry fee. Those who accrue the most prestige and victory in these competitions become the new ruling body of the Jubatai, while those that are beaten repeatedly are sacrificed to the gods in exchange for their favor. This is seen as a great shame. Lyncea: +1 Strength Terrifying Visage May use Strength in place of Charisma for Intimidate checks Proficiency in Athletics Proficiency in Survival Lynceans range in color from dark brown to grey to a rich golden brown, and the males grow wild manes. Lynceans organize themselves under their king, who wins his right to rule by strength. Any male Lyncea can challenge the king for the right to rule. The female Lynceans serve as soldiers, and all females are seen as property of the king, for him to do with as he pleases. All other males do the labor of maintaining a society, and none are permitted to reproduce except in times of great need. Males caught copulating with a female are put to death, and the female is sentenced to chastity. Pardus: Proficiency in Stealth Versatile Each ability score increase, you may increase a second ability by 1. You must put neither of your other points into this ability. You may use this ability score increase even if you take a feat. Skilled Each time you reach an even numbered level, you may gain proficiency in a skill or tool of your choice. The fur of a Pardus is always black, as is befitting of their stealthy nature. Outside of mother-cub groups and life-pairings, the Pardus rarely interact with one another, and each Pardus lives a life of solitude. Despite this, they do have a governmental structure that dictates personal territories, oversees the punishment of crime, and, in times of war, commands the military. Upon birth of a litter, a Pardus father trains his cubs in the ways of war until they reach the age of ten, and the mother instructs them in the law of the land. At the age of ten, the mother takes them to the capital, where the High Captain (the chief executive) and his wives live. The Captain assigns each cub a territory of his own, and they never see their mother and father again. Pardii are only permitted to enter the territory of another during the mating months, when males are permitted to approach females in order to court them. Once two Pardii mate, they are bonded for life. The female gives up her territory, and the two live together in the males territory, sharing equal ownership of it. In times of absolute necessity, all Pardii are called together to the capital to be addressed by the High Captain and make important decisions. Onca: +1 Wisdom Rending Claws Your unarmed strike damage is a d4. In addition, when you hit a creature with an unarmed strike, they must make a Constitution save at a DC of 8 + your proficiency bonus + your Strength Modifier. If they fail, they take 2d4 extra damage, and until they pass their save (as a bonus action), they take an additional d6 damage per turn. The Onca have no formal rulers. Each Onca does what is best for him or herself, and this is not only tolerated, but expected. What the northern races would consider crime is not punished, and being assaulted, robbed, or killed is seen as the fault of the victim, who should have tried harder to avoid a negative outcome. Despite this, Onca society is one of acceptance and respect, and the Onca people typically avoid conflict with one another. The exception to this rule is found in Onca mating rituals. The Onca mate by forcing themselves upon one another. If an Onca is able to subdue and take a fellow Onca, they are seen as having proven themselves worthy to mate with their compatriot. Though most societies might see this as rape, the Onca see it as a way to ensure that the strongest of their number reproduce, and though they fight their aggressor, it is seen by the victim as a great honor to be chosen. When children are born, they are raised by the society as a whole, with every member of the Onca people being seen as mother or father to each child.

KoboldKobolds are small, reptilian humanoids that worship the Nathair, which the Council races know as Dragons. In this way they are similar to the Deep Goblins. They are also similar to the Deep Goblins in that they are underground tunnelers, and most of their society is built underground. Kobolds are egglaying, and their society is built around ten clans. The clans are built from blood-relations, and are listed as follows: Nyeusi Black-scaled, miner caste Bluu Blue-scaled, slave caste Shaba Brass-scaled, artisan caste Shabat Bronze-scaled, soldier caste Shabuu Copper-scaled, worker caste Dhahabu Gold-scaled, merchant caste Kijani Green-scaled, hunter caste Nyekundu Red-scaled, ruler caste Nyeupe Silver-scaled, gatherer caste Fedha White-scaled, religious casteTheir caste system is absolute, and it is considered a religious duty to work in the same field as your clan. The clans are socially conditioned to consider this an honor, and though sometimes there is discontent and rebellion, overall, their society is a stable one, kept in place by the Fedha and Shabat clans.Ability Score Increase: +1 Dexterity and +1 ConstitutionAge: Typically live to around 100 years.Size: SmallSpeed: 25 FeetVision: Superior Darkvision (120 feet, can make out color)Sunlight Sensitivity Disadvantage on attack rolls and perception checks when in sunlight.Languages: Common, Koboldi, and TaurusSubraces: Urds +1 Dexterity Fly Speed of 30 Low-light vision instead of Superior Darkvision No Sunlight Sensitivity Some Kobolds are born with wings. These are referred to as Urds, and are the only Kobolds that break free of their caste restrictions. An Urd may choose his own destiny. Tunneler Burrow Speed of 25 +1 Strength Natural Builders Tunnelers have every feature in the Masonry (Building) tree.

CentaurCentaurs have the upper torso of a man mounted on the body of a horse. They are a race of brave and noble creatures with a deep respect for living in harmony with nature. Their economy is based around the trade of beaded strings referred to as parpa. Parpa serve a dual purpose: they act as both historical documents, telling the tales of the past, and as a unit of currency. Their religion is built around elaborate ceremonies and rituals, often resembling fully produced plays, and centers on the worship of the harmony of spirits between all living things. It is believed that when a Centaur dies, his body goes into the ground, and his spirit aids the growth of the plants, and in this way even the dead contribute to the living. Cities that are historically of Centauri origin are of a simple design, consisting mainly of long wooden structures only a single story high. For years, the Centaurs, at the time called Ceni, warred with the Minotaurs, then called Minos, until a treaty was forged between the two, forging the Taurus Kingdom.Ability Score Increase: +1 Strength, +1 ConstitutionAge: Typically live to between 110-150 years.Size: LargeSpeed: 50 FeetVision: Normal VisionProficient in Athletics and NatureBarding: All armor must be custom made for a Centaur, and costs 4x the price/materials to make/craft as armor of the same type would for a medium creature.Poor Swimmers: Centaurs have disadvantage on Athletics checks to swim.Languages: Common and Taurus Onondaga Charge If an Onondaga moves at least 30 feet in a straight line toward a target and then hits it with a melee weapon attack on the same turn, the target takes an extra d6 damage. For each ten feet after that, this amount of damage increases by one die size category, capping at d20. Aquesedos Unencumbered An Aquesedoss inventory slots are doubled. In addition, they are never encumbered by heavy armor. +1 Strength

MinotaurMinotaurs are bipedal, bull-like humanoids. Their legends hold that they originate from the isle of Min, in the Golden Sea. Their religion honors a pantheon of unnamed gods known as the Nameless who are said to live beyond the stars. To honor these gods, many years into their past, they constructed stone walls that formed out patterns only visible from the sky speaking praises to the Nameless. Today, though the religion is no longer a major part of Minotaur society, they continue to build their cities into a similar maze-like pattern of walls, as they realized the defensive qualities of such structures. As a result, many non-minotaurs struggle to find their way around in a Minotaur city, and very rarely have their cities fallen in battle. In the modern Taurus Kingdom, most major cities have a Minotaur city as the center structure, with Centaur longhouses built around the outside. The Minotaur society now focuses less on religion and more on science and philosophy, and they have made great strides in intellectual studies, especially in the fields of mathematics and philosophy, though due to their lack of a desire to explore, they have not made much progress in maritime exploits.Ability Score Increase: +1 Strength, +2 WisdomAge: Typically live to around 3000 years.Size: MediumSpeed: 30 FeetVision: DarkvisionPerceptive: May add your proficiency bonus twice to Perception checks.Labyrinthine Recall: Always have perfect memory in regards to paths they have traveled.Minotaur Weapon Proficiency: Proficient in the greataxe, greatclub, and maul.Tough Hide: Minotaurs cannot function well in armor. When wearing armor, they have disadvantage on absolutely every d20 roll. However, when unarmored, they may add double their constitution modifier rather than their dexterity to their base AC. They may still wield shields if they have proficiency. Monks and Barbarians may use their Unarmored Defense value for their AC if it is higher than their Tough Hide bonus.Languages: Common and Taurus

Almea (Sea Elves)The Almea share many features with the Elves, including the pointed ears and slim build, but clearly had a divergent evolution path at some point in their history. There is evidence to suggest that they are the descendants of part of the group of Elves that left Gwaeron and founded Narwain, but the evidence is disputed. Their vehicles are far more advanced than much of the world, but most of their technology can only be operated by a psionic, which renders it useless to most non-Almea. Like the elves of Narwain, they are xenophobic, but they are much more violent towards outsiders than their forest-dwelling cousins, preying on ships that enter their territory and sacking them for their treasures.Ability Score Increase: +2 Intelligence, +1 WisdomAge: Typically live to around 750 years.Size: MediumSpeed: 20 Feet, 40 Feet SwimVision: Darkvision, Tremorsense (when submerged)Fey Ancestry: Advantage on saving throws against being charmed, and magic cannot put you to sleep.Trance: You do not need to sleep. Instead, you meditate deeply for four hours a day, gaining the benefits of a long rest.Amphibious: Almea are able to breathe underwater and suffer no disadvantages from being submerged.Telepathic: Almea are able to communicate with their own race via Telepathy.Languages: Common

OriasThe Oriasi are a peaceable race of giants, standing around 10 feet tall and weighing it at an average of 600 pounds. Oriasi are bald with blueish-grey skin, which is covered in mottled blueish markings, the shape of which they believe reflects the destiny of the individual. The Oriasi people live high in the mountains in small clans, and they carve out Pueblo structures to be their dwellings. Their culture is built around family, and oftentimes an Oriasi household will house several generations of a single family, with the eldest acting as the decision makers of the clan. Each member of a clan contributes in some way to his familys continued survival. In times of great need in the past, the Oriasi have called together the eldest of each clan to make major decisions that will affect the entire race. Any clan can call such a meeting, and any clan can decline to attend. Such meetings are rare, but not unheard of.Ability Score Increase: +3 Strength, -1 DexterityAge: Typically live to around 150 years.Size: LargeSpeed: 30 FeetVision: Low-light visionOrias Strength: Oriasi may wield two-handed weapons in one hand as if they were a one-handed weapon with the heavy property. One-handed weapons classified as heavy are no longer classified as such, and all other one-handed weapons gain the light property.Massive Build: Armor costs twice the amount of money/materials to buy/craft as it would for a medium humanoid.Languages: Common and Giant

TaerAbility Score Increase: +1 Intelligence, +1 CharismaAge: Typically live to between 110-150 years.Size: MediumSpeed: 10 Feet, 50 Feet FlyVision: Normal VisionEagle Vision: Taer can see up to a mile away clearly enough to make out faces and recognize small or larger creatures.Poor Swimmers: Taer have disadvantage on Athletics checks to swim.Languages: Common and Taeri Oqaab +1 Intelligence Scavenger If an ally succeeds on a skill check, you make your next skill check of that type at advantage. Keep track of this on a piece of paper. If you do not have this written down, you cannot use it. Saqir +1 Charisma Legendary Inspiration A Saqir can grant Inspiration once per day to an ally. This inspiration cannot be used to purchase a skill feature. In addition, once per day, a Saqir may, as an action, grant 10 temporary HP to all allies within a 10 foot radius.

AkkedisThe Akkedisi are a primitive race of Reptilian Humanoids that live in the swamps and grottos of the Black Forest. They are not numerous, but they are fierce, and fight with stealth and cunning. The Akkedisi worship no gods and hold no rituals. They have no formal rulers and no formal borders. The concepts of good and evil are totally alien to them; they do what they need to do to survive and ignore those that dont get in the way of that goal. They traditionally make no distinction between humanoids, beasts, and monsters, and consider anything that enters their territory fair game to hunt, but if they can be wooed to ally with another group, they make loyal and steadfast allies.Ability Score Increase: +2 Dexterity, +1 StrengthAge: Typically live to around 60 years.Size: MediumSpeed: 30 FeetVision: Low-light visionAthletics Training: Proficient in AthleticsEnduring Breath: You can hold your breath for twice the normal amount of time before needing to make Constitution Saves.Swamp Nature: You ignore difficult terrain caused by liquid. In addition, you are proficient in Nature, Survival, and Stealth.Toxic Saliva: You can make a Bite as an Unarmed Strike Action. If you do so, the attack deals an additional d6 damage. You may only do this once per turn. If you forgo doing this, you may spit on your weapon as a Bonus Action. If you do so, the next attack made with the weapon deals an extra d6 damage.Languages: Common and Akkedisi