9/23/2023 0 Comments Homebrew races![]() ![]() I was thinking of something like an ogre, but with minor light blindness. I'm not sure what abilities the durn-an have. The durn-an, or diggers, are a Large race, adapted to use their great strength to delve tunnels and mine for ore. The durn-ak, or makers, are like normal dwarves. They come in two distinct subraces, which are not capable of interbreeding. The durn are the 'dwarves' of this world. The above ability is based on a quick reading of the Magic of Faerun book, which I don't own. Gnomes will have access to some kind of artificer PrC, as soon as I find one I like. Funded through digital subscription company Patreon. Once a machine has used up its charges it is useless. which collects thousands of homebrew races, spells, backgrounds, equipment, creatures, and more. It costs 10 gp per 'charge', pluys 100gp if it duplicates a 1st level spell. The spells they can duplicate are chosen at character creation time. Instead of the illusion ability of 'normal' gnomes, they have the ability to duplicate 3 0-level spells and 1 1st level spell as machines. They usually maintain small outposts on top of each pillar, known as 'smokes'. They have an inate ability to work with primitive machines and the like. Gnomes mostly live in huge airships powered by all kinds of fans and jets and stuff. The vanara live on the sides of the pillars, where they have managed to develop a kind of vertical farming community, with help from the gnomes and durn. ![]() Custom Lineage outlines the basic traits a race should. They can belong to one of the seven clans (from OA). Tashas Cauldron of Everything boiled down homebrewing races to one basic process: Custom Lineage. The offspring is the same race as the mother. They are capable of interbreeding, so long as the human is small and the kuba large enough. Humans and Kuba (halflings) live together on top of the pillars. The Tiefling Race for Dungeons & Dragons (D&D) Fifth Edition (5e) - D&D Beyond Races Tiefling Races Rules Browse Homebrew Tiefling Race. THey don't have the weapon proficiencies or secret door detection ability, but they gain woodland stride, trackless step and the one that lets them detect safe water and stuff (can't remember the name). They are less civilised than 'standard' elves. Ideas for a 'half-ogre' type race I could adapt for the durn-anĮlves live in the festering swamps at the base of the pillars. Particular things I would like comment on: I would love to get some comments about the balance of the races in particular. This is a summary of the races and the alterations I am thinking about. This may include Unearthed Arcana content or non-official content published during official events (like One Grung Above), and very rarely may include 3rd-party content.In the homebrew I am workng on most of the races live of huge pillars of rock, apart from the elves, who live in the massive swamps beneath the pillars. However, I occasionally make exceptions when numerous people make requests that I cover the same content. I typically don’t cover content beyond what has made it into official sourcebooks. My race handbooks are written with an emphasis on the race and the class options which are viable for a player who has decided to play that race and may still be looking for a class which works for that race. It will mostly consist of the stats for each race with a little bit of lore. My class handbooks are written with an emphasis on the class and the options which work well for the class. Races (Core, Expanded, UA, Homebrew) In this compilation of races I will be collating all the races from the core books, the expanded collections (excluding Plane Shift), Unearthered Arcana and selected homebrews from around the internet. ![]() ![]() Note that the assessments of a class for a race may not match the assessments of a race for a class. ![]()
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