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5e Homebrew Setting: Malebolge, Post-Apocalyptic Fantasy
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<blockquote data-quote="QuietBrowser" data-source="post: 7003261" data-attributes="member: 6855057"><p>...Okay, I kind of hoped for some feedback on the last post first, but I figured I might as well at least compile the lists first, let folks give their opinions/thoughts on that. I'm also open to discussing new subclasses beyond the ones on this list, and potentially adding or removing races. For example, I really liked the "Undead Master" (a sort of necromancer/conjurer/enchanter hybrid kit) in AD&D, and it could be interesting in 5e.</p><p></p><p>Homebrew Subclasses List:</p><p>* Sorcerer</p><p>** Kobold Bloodline - To reflect the unique status of kobolds in this world and because it was a neat idea in PF. I have this written, but I could use feedback on it.</p><p>** Iceheart/Flamebreath /Earthbones/Greenblood/Rotheart/Seashaper/Windrider - Assorted elementalist origins, because I think it's a fundamental aspect to explore. How to actually make them different to the elemenalist wizard is the tricky part. Greenbloods are wood elementalists, Rothearts are entropy elementalists. A draft exists for the Rotheart subclass.</p><p>* Warlock</p><p>** Lifebringer - A healing and protecting focused warlock, important given the lack of divine classes and the set-up for warlock/theurge lore.</p><p>** Dark Mother - Inspired by Shub-Niggurath and Lamashtu, a healer warlock with some added bite.</p><p>** Doomspeaker - Apocalyptic herald warlock, specializing in curses and destruction.</p><p>** Ashmaker - Essentially a more fiery counterpart to the Doomspeaker.</p><p>** Frostbringer - The ice equivalent to the Ashmaker.</p><p>** Primordial - A warlock elementalist, focused on wielding multiple elemental energies or elemental transmutation; takes inspiration from 4e's Primordials.</p><p>* Wizard</p><p>** Elementalist - Because elementalism is one of the oldest and most well-established schools of magic in-setting, but we have no elementalist wizard from WoTC yet. This one is already written.</p><p></p><p></p><p>Races List:</p><p>* Human - The truest heirs to this world, humans are everywhere and are the most unique/chaotic of species, with myriad different cultures and settlements.</p><p>* Dwarf - Have essentially reverted to xenophobic conservatism, falling back on traditions (and bitterness) to comfort themselves over the shock of losing their empire. Can be broken into pureblood clans, Underdark-dwelling deep dwarf clans (pureblood culture, duergar stats), and more liberal forgeborn clans.</p><p>* Gnomoi - Excitable, chaos-fueled, brilliant mages and artificers, believed to be mutant dwarves, set on finding their own way in life.</p><p>* Drow - Survivors of the arrogant Aelfar elves who fled into the Underdark, mutating physically but preserving their culture. May create a replacement list of spell-like abilities for them. Driders, Scorrow and variants are now an elite caste in their society; fleshshapers who bonded themselves to giant vermin to be better adapted to their environment.</p><p>* Kobold - Physically degenerated spawn of the now-extinct dragons, who burn with the desire to reclaim their ancestral majesty.</p><p>* Dragonborn - The most successful of the kobold's various experiments in recreating dragons, an artificial race that remains unstable.</p><p>* Warforged - Artificial soldiers created by humanity in a failed attempt to end the Doomwars that ruined the world, now searching for a purpose.</p><p>* Orks - Descendants of elves mutated by vengeful dwarves during the Doomwars and who tore free of their intended role as warrior-slaves. Use Half-Orc stats.</p><p>* Goblins - Mutant orks who have regained some small measure of their ancestral magical abilities. Use Forest Gnome stats.</p><p>* Gnoll - A budding civilization of tribal, matriarchal anthro hyenas.</p><p>* Caliban - The heavily mutated progeny of humanity, created by the many arcane pollutants still contaminating the world.</p><p>* Aranea - Sapient, magically adept, scholarly spider-folk evolved from giant spiders used by elves to guard their magical libraries.</p><p>* Rodushi (Ratfolk) - Rats who evolved into humanoid form amidst the ruins of a great city of philosophers, and who thusly see it as their duty to heal the land and fight the darkness.</p><p>* Shadar-Kai - Elves overwhelmed by necromantic energy, turning them into cursed sensates who seek endless stimulation, lest they fade away into nothing.</p><p>* Fangwyrms - A failed kobold experiment that produced kobolds with serpentine attributes, who now forge a new culture for themselves after being abandoned.</p><p>* Slyvharri - A race of bunnyfolk raised up to sapience by elven lich-wraiths and forged into a twisted culture of slavers and conquerors.</p><p>* Reptilians - More successful but still failed experiments of the kobolds. An excuse to add lizardfolk and serpentfolk racial options.</p><p>* Chitines - A drow experiment in breeding arachnid servitors and/or in enslaving the araneas gone disastrously wrong. Semi-eusocial quasi-parasitic predators with a slavery-focused "culture".</p><p>* Half-Men - Various half-breeds and hybrids born of humanity's inherent interspecies compatibility. Half-elves, half-dwarves, half-gnomes, half-gnolls, maybe half-orcs if I can figure out how to justify them stat-wise (use hobgoblin or half-goblin stats?).</p></blockquote><p></p>
[QUOTE="QuietBrowser, post: 7003261, member: 6855057"] ...Okay, I kind of hoped for some feedback on the last post first, but I figured I might as well at least compile the lists first, let folks give their opinions/thoughts on that. I'm also open to discussing new subclasses beyond the ones on this list, and potentially adding or removing races. For example, I really liked the "Undead Master" (a sort of necromancer/conjurer/enchanter hybrid kit) in AD&D, and it could be interesting in 5e. Homebrew Subclasses List: * Sorcerer ** Kobold Bloodline - To reflect the unique status of kobolds in this world and because it was a neat idea in PF. I have this written, but I could use feedback on it. ** Iceheart/Flamebreath /Earthbones/Greenblood/Rotheart/Seashaper/Windrider - Assorted elementalist origins, because I think it's a fundamental aspect to explore. How to actually make them different to the elemenalist wizard is the tricky part. Greenbloods are wood elementalists, Rothearts are entropy elementalists. A draft exists for the Rotheart subclass. * Warlock ** Lifebringer - A healing and protecting focused warlock, important given the lack of divine classes and the set-up for warlock/theurge lore. ** Dark Mother - Inspired by Shub-Niggurath and Lamashtu, a healer warlock with some added bite. ** Doomspeaker - Apocalyptic herald warlock, specializing in curses and destruction. ** Ashmaker - Essentially a more fiery counterpart to the Doomspeaker. ** Frostbringer - The ice equivalent to the Ashmaker. ** Primordial - A warlock elementalist, focused on wielding multiple elemental energies or elemental transmutation; takes inspiration from 4e's Primordials. * Wizard ** Elementalist - Because elementalism is one of the oldest and most well-established schools of magic in-setting, but we have no elementalist wizard from WoTC yet. This one is already written. Races List: * Human - The truest heirs to this world, humans are everywhere and are the most unique/chaotic of species, with myriad different cultures and settlements. * Dwarf - Have essentially reverted to xenophobic conservatism, falling back on traditions (and bitterness) to comfort themselves over the shock of losing their empire. Can be broken into pureblood clans, Underdark-dwelling deep dwarf clans (pureblood culture, duergar stats), and more liberal forgeborn clans. * Gnomoi - Excitable, chaos-fueled, brilliant mages and artificers, believed to be mutant dwarves, set on finding their own way in life. * Drow - Survivors of the arrogant Aelfar elves who fled into the Underdark, mutating physically but preserving their culture. May create a replacement list of spell-like abilities for them. Driders, Scorrow and variants are now an elite caste in their society; fleshshapers who bonded themselves to giant vermin to be better adapted to their environment. * Kobold - Physically degenerated spawn of the now-extinct dragons, who burn with the desire to reclaim their ancestral majesty. * Dragonborn - The most successful of the kobold's various experiments in recreating dragons, an artificial race that remains unstable. * Warforged - Artificial soldiers created by humanity in a failed attempt to end the Doomwars that ruined the world, now searching for a purpose. * Orks - Descendants of elves mutated by vengeful dwarves during the Doomwars and who tore free of their intended role as warrior-slaves. Use Half-Orc stats. * Goblins - Mutant orks who have regained some small measure of their ancestral magical abilities. Use Forest Gnome stats. * Gnoll - A budding civilization of tribal, matriarchal anthro hyenas. * Caliban - The heavily mutated progeny of humanity, created by the many arcane pollutants still contaminating the world. * Aranea - Sapient, magically adept, scholarly spider-folk evolved from giant spiders used by elves to guard their magical libraries. * Rodushi (Ratfolk) - Rats who evolved into humanoid form amidst the ruins of a great city of philosophers, and who thusly see it as their duty to heal the land and fight the darkness. * Shadar-Kai - Elves overwhelmed by necromantic energy, turning them into cursed sensates who seek endless stimulation, lest they fade away into nothing. * Fangwyrms - A failed kobold experiment that produced kobolds with serpentine attributes, who now forge a new culture for themselves after being abandoned. * Slyvharri - A race of bunnyfolk raised up to sapience by elven lich-wraiths and forged into a twisted culture of slavers and conquerors. * Reptilians - More successful but still failed experiments of the kobolds. An excuse to add lizardfolk and serpentfolk racial options. * Chitines - A drow experiment in breeding arachnid servitors and/or in enslaving the araneas gone disastrously wrong. Semi-eusocial quasi-parasitic predators with a slavery-focused "culture". * Half-Men - Various half-breeds and hybrids born of humanity's inherent interspecies compatibility. Half-elves, half-dwarves, half-gnomes, half-gnolls, maybe half-orcs if I can figure out how to justify them stat-wise (use hobgoblin or half-goblin stats?). [/QUOTE]
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