Make New Races: Wingin' It

Zaran

Adventurer
I'd like to make a Winged Elven race for my Floating Islands campaign. Probably will be like the Eladrin except they can cast Fly instead of Misty Step. (Their wings go away when the spell isn't active.)
 

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Boarstorm

First Post
I've been toying with Kenku as well. This is my first draft.

Kenku
Abilities: +2 to Dex. +1 to Int.
Size: Medium
Speed: 30'
Languages understands Auran and Common (see Mimicry, below)
Ambusher. The kenku has advantage on attack rolls against any creature it has surprised.
Expertise. The kenku has expertise (doubles proficiency bonus) in Charisma (Deception). (The entry in the MM has double the Deception bonus it ought to have. I have interpreted that as an unlisted expertise as opposed to an error.)
Mimicry. The kenku can mimic any sounds it has heard, including voices. It can speak language only through this trait. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check versus a DC of 10+Deception Modifier. (Wingin' it -- Essentially Passive Deception)
 

Tormyr

Hero
Back when our Age of Worms campaign started in April, one player asked if he could play a Half-Gnoll Paladin. This would be the son of the player's character from our last campaign. He was a human druid who caught the eye of a female Gnoll Aasimar healer. Back then, we were under the play test, so I has the player reskin the half-orc. When D&D Basic came out, We rebuilt his character using the gnoll traits from the Basic Monster Manual. That left him a bit short on powers, as the Gnoll only has Rampage, which I gave to him (with a weapon attack instead of bite).
With the DMG coming out in 2 weeks at my store, I will probably give him one or two things from the Aasimar to represent his Aasimar heritage.
 

Wrathamon

Adventurer
Pulled from another tread ...

Duergar Sub-race
Ability Score Increase. Your Wisdom score increases by 1
Superior Darkvision 120 ft.
Sunlight Sensitivity disadvantage on perception checks and attack rolls on things in sunlight.
Duergar Resilience in addition to the normal dwarven resilience to poison, duergar get advantage on saving throws against illusions, and being paralyzed.
Stone Stealth Duegar can attempt to hide behind light cover (such as rocks and stalagmites) or lightly obscured areas in a natural rocky or stony environment that might exist in caverns such as the Underdark.
Innate psionics (or spellcasting) Wisdom is your spellcasting ability <-- maybe they get more uses of these as they level
level 3 - Enlarge (1/day)
level 5 - Invisibility (1/day)

Oh wait they can get CHIN SPIKES!

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Pulled from a Kenku thread ... I wanted to add in the original AD&D Kenku as a subrace. These are probably not balanced.

Kenku Traits
Your Kenku character has a variety of natural abilities that are awesome cause kenku are super cool!

Ability Score Increase. Your Dexterity score increases by 2
Size: Medium.
Speed: 30ft
Keen Sense: You have proficiency in Perception skill.
Languages: You can speak, read and write Auran and Common.
Mimicry You can mimic any sounds you've heard, including voices. Creature that hear the sounds can tell they are imitations by succeeding on a DC 15 Wisdom Check (Insight). Or, make it a Contest deception vs insight.


Crow Clan
Ability Score Increase. Your Wisdom score increases by 1.
Sneaky Bastards You are proficient in Stealth and Deception.
Masters of the Arrow All Crow Kenku are trained in the short or long bow.
Flock You Up: As a bonus action, you can grant an ally within 5ft of you Advantage on their next attack verse a creature you are adjacent to.
Carrion Calling Crow Clan kenku have a special connection with death and the dying. They can sense the dead and dying and can add double their proficiency bonus with Perception checks to locate dead or dying creatures within 1 mile of their location. In addition, they can cast Spare the Dying 1/day.

Hawk Clan
Ability Score Increase. Your Intelligence score increases by 1.
Masters of Disguise: You are proficient in the Disguise kit tool and get a double proficiency bonus when making a disguise to look like a human (or similar humanoid).
Masters of the Blade: All Hawk Kenku are trained at birth with the sword. You are proficient with the Long Sword and Short Sword.
Glide: Kenku of the Hawk Clan have small wings that are normally curled up on their back and often mistaken for a backpack. Too small to grant flight, they can be used to glide for short distances. You can glide the same distance as your speed. As a reaction to falling, you can unfurl your wings and glide down without taking damage on a successful DC 10 Dexterity Check.
Innate Spellcasting: Intelligence is your spellcasting ability.
Level 3 - Eldritch Blast (1/day)
Level 5 - Alter Self (1/day)
level 7 - Invisibility (1/day)

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Warforged
You were forged for a purpose!

Ability Score Increase. Your Constitution score increases by 2 and you can gain +1 to any other Ability score (or make subraces).
Size: Medium.
Speed: 30ft
Living Construct: You are immune to disease and do not need to eat or drink, but may do so if you wish and are immune to Suffocating, but are still affected by gases or other effects transmitted through the air or breathing. You gain advantage on Death Saving throws to stabilize.
Tireless: Warforged do not need to sleep. But, they do need to rest in a semiconscious state for 4 hours each day. While in this rest state, you are fully aware of your surroundings, but can do nothing else. You gain the same benefits that a human does from 8 hours of sleep. Warforged also get advantage on the Constitution Saving throw to avoid Exhaustion.
Armored Body: Your AC can't be less than 14.
Docent Slot A Warforged can have one more attuned magical item then normal, as long as that item is a docent.
Languages: You can speak, read and write Common.

Two Feats or Subraces: Mithril body and Adamantine Body increase the Armored Body to 16 and 18. Mithril gives +1 Dex and Adamantine gives +1 Str.

// Armor body and how to deal with warforged tradition of being automatically armored is a tough one.

Alternatives for Armored Body:

  1. While wearing no armor (or without modifications) your AC equals 13 + Dexterity and you are treated as unarmored. (this increases based on body type subrace features mith/adman/ironwood/etc).
  2. You get +1 AC (as the playtest).
  3. You get Damage Resistance of 2 verses Slash/pierce/bludgeon
  4. You can bond Armor you are proficient with to your body and it cant be removed, unless you spend a day removing it. You are considered unarmored(?).
 
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steeldragons

Steeliest of the dragons
Epic
I'd like to make a Winged Elven race for my Floating Islands campaign. Probably will be like the Eladrin except they can cast Fly instead of Misty Step. (Their wings go away when the spell isn't active.)

Go for it.

And/or do up an Avariel [is that what they were called?]. What's the reason their wings need to disappear?
 

Zaran

Adventurer
Go for it.

And/or do up an Avariel [is that what they were called?]. What's the reason their wings need to disappear?

Mostly as an excuse that they can't fly all the time. I'd rather it be a permanent thing but I think for racial balance they shouldn't be able to. Plus they wouldn't have an excuse to have air ships =)
 

Piratecat

Sesquipedalian
Sadly, I think your kenku are overpowered. Fun, though.

Here's my wilden!

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Wilden Traits

Ability Score Increase. Your Wisdom score increases by 2.
Size. Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark or dim 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 can't discern color in darkness, only shades of gray.
Forestborn. You have proficiency in the Nature skill.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Deep Roots. If you take a short or long rest on soil once a day, you do not need to eat or drink.
Languages. You can read, speak and write Common and Elvish.
Subrace. There are two main types of Wilden, Stalwarts and Hunters.

Wilden Stalwarts

Ability Score Increase. Your Constitution score increases by 1.
Wilden Weapon Training. You have proficiency with the longsword, shortsword, longbow and shortbow.
Rooted In Place. If pushed, you may make a DC 10 Strength (Athletics) ability check to stay in place.
Forest Magic. You know one cantrip of your choice from the Druid spell list. Wisdom is your spellcasting ability for it.

Wilden Hunters

Ability Score Increase. Your Dexterity score increases by 1.
Wilden Weapon Training. You have proficiency with the longsword, shortsword, longbow and shortbow.
Relentless Pursuit. Once per short rest, you may Dash as a bonus action.
Forest for the Trees. When amongst other plant matter (such as trees or brambles), you can attempt to hide even when only lightly obscured by foliage, heavy rain, mist, and other natural phenomena.
 

steeldragons

Steeliest of the dragons
Epic
Mostly as an excuse that they can't fly all the time. I'd rather it be a permanent thing but I think for racial balance they shouldn't be able to. Plus they wouldn't have an excuse to have air ships =)

Keep wings all of the time, but they aren't big/strong enough anymore to provide actual flight anymore.

Use Wrathamon's "Glide" ability then instead of actual flight.

Airships would be HUGE for these people's culture! Having once had flight and lost it? They'd want to be building (hell, maybe even living in collective flying ship "towns") flying ships all of the time. Have to battle? Fly over, safely glide down onto your enemies, raining death from above the whole way down.
 

Wrathamon

Adventurer
Sadly, I think your kenku are overpowered. Fun, though.

Totally :) I just need to balance them with the races in my world thou :p

So how to balance vs PHB races using the examples and advice in the DMG? This could be a good case study!

Crow Clan
  • Remove longbow from Master of Arrows
  • Flock You Up can be changed from a Bonus action to an Action?
Hawk Clan
Couple options ...
  • remove the Int increase.
  • remove Glide or limit it so its not as good as Slow Fall monk ability.
  • modify the innate spellcasting with abilities that are similar but not as potent as the spells. I think originally they cast magic missile, shapechange, invisibility, call lightning & shocking grasp.

Thoughts?

I also noticed that the designers don't like to "step on the toes" of other races or classes. So are any of the races we presented doing another races "thang"?
 
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steeldragons

Steeliest of the dragons
Epic
Goblin Traits
Your goblin character has abilities to thrive with cunning in a world that views them as anything from a pathetic nuisance to unnatural horror.
Abilities: +1 to Dex. +1 to Con.
Age: Goblins mature rapidly, by human standards, achieving adulthood in only 5 years. The goblin life cycle rarely exceed 50 years.
Alignment: Goblins abhor natural beauty, freedom, and above all individual happiness and good cheer. They value cruelty, cunning and trickery in general, things generally considered "ugly", "filth", or tainted by evil. Dominating those weaker than themselves or [better] overcoming and subjugating those more powerful is a near universal goblin ideal. As a society, they are stringent in their traditional goals to ruin the dwellers in light and the beautiful, subjugate, dominate and destroy. Goblins are, more often than not, lawful evil in alignment.
Size: Small. You range from 3.5-4.5 feet. While often matching a dwarf for height, their generally scrawny limbs and wiry frame do not warrant them being considered medium.
Speed: walking speed 30'.
Darkvision: 60'.
Sunlight Sensitivity: as the drow.
Shadow Stealth: Goblins can attempt to hide behind light cover or lightly obscured areas in any environment. They gain advantage for all Stealth [Dex] rolls in dim-light or darkness.
Goblin Guile: You have the wicked cunning of your species and can use it to good advantage. You have advantage on all Sleight of Hand [Dex] rolls. You can take one of the following as a bonus action: Dash; Disengage; or an Extra Attack with a small melee weapon (dagger, short sword, hand axe) already in hand. Once used, you can not take a Goblin Guile bonus action until after a short or long rest.
Subraces: Goblins are prolific and capable of eking out survival in just about any climate or terrain. There are many kinds of common goblins which may have superficial differences in appearance and culture, such as goblins with green, blue or grey skin, more advanced or primitive weaponry, coexisting with wickedly-disposed creatures to use as mounts, etc... These slightly different types of goblins are presumed to possess the racial attributes detailed above.
Over time, other varieties of goblins have been specially bred, individually created, and/or evolved into creatures of significant differences. With your DM's approval, you may select one of these less common subraces, uncommon and rare, respectively: the Hob Goblin, Bugbear or Redcap.

Hob Goblin [alternately spelled "Hobgoblin"]
Larger, smarter and more militarily capable than the common goblin, Hobgoblins pose a more serious threat to the goodly peoples of the world. Their increased size and intelligence, warrior-driven society, and intense tribal loyalty make hobgoblins a preferred source of soldiers and guards for many a warlord or would-be conquerer.
As a Hobgoblin, you gain the following traits in addition to the common goblin traits listed above:
Abilities: Your Str. increases by 1.
Size: Medium. You range from 5.5-6 feet.
Sunlight Tolerance: You do not possess the common goblin's Sunlight Sensitivity and are not debilitated by normal light levels.
Hob Weapon Training: You have proficiency with glaives, long or short swords, and light or heavy crossbows.

Bugbear
The largest, though arguably most savage, of the goblin races are silent and deadly, preferring to attack by ambush and using their predatory cunning to terrorize easy prey and bully those physically weaker than themselves.
As a Bugbear, you gain the following traits in addition to the common goblin traits listed above:
Abilities: Your Str. increases by 2.
Size: Medium. Adult bugbears range from 6.5-7.5 feet.
Trackless Stride: Your base movement rate is 40' and rolls to track your movements are made at disadvantage.
Predator's Senses: You have proficiency in the Perception skill and roll with advantage.

Redcap
This goblin offshoot either originated or found its way to the Land of the Fae and have since become one of the innately magical creatures of that otherworldly place. They are known for wreaking havoc and misfortune wherever they appear. Their name stems from the folklore that Redcap Goblins are always found wearing a red hat or cap, flying into a panicky rage if it is taken from their heads. Legends state the cap's color comes from the goblin soaking it in the blood of their victims. Whether some unknown law of the Fae or other necessity, it seems to be true (as a pc your character must always wear a red head covering of some kind).
As a Redcap, you gain the following traits in addition to the common goblin traits listed above:
Abilities: Your Cha. increases by 1
Size: Small, as common goblins.
Mask of the Wild: As the wood elf ability.
Fae Ancestry: You have advantage on saves against being charmed and magic can't put you to sleep.
Redcap Magic: You know the Poison Spray cantrip. When you reach 3rd level, you can cast Faerie Fire 1/day. When you reach 5th level, you can cast Misty Step 1/day. Charisma is your spellcasting ablity for these spells.
 

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