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<blockquote data-quote="LuisCarlos17f" data-source="post: 9863303" data-attributes="member: 6802378"><p>I have tried with Owenchat: PC species based in popular archetypes from fiction for young females:</p><p></p><p><img class="smilie smilie--emoji" alt="📜" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f4dc.png" title="Scroll :scroll:" data-shortname=":scroll:" loading="lazy" width="64" height="64" /> 1. Loreweavers (Inspiration: "the intelligent researcher")</p><p>Humanoids with translucent skin that reveals luminescent veins when they concentrate; descendants of fairy archivists who wove knowledge into their DNA.</p><p>TraitMechanical </p><p>+1 to an attribute of your choice</p><p>Customization without penalty</p><p>Innate Curiosity: Advantage on Intelligence (History) and Investigation rolls when seeking information about lost civilizations or artifacts</p><p>Eidetic Memory: Once per long rest, you can accurately recall any text, map, or conversation you have witnessed (like the Comprehend Languages spell without components)</p><p>Languages: Common +2 of your choice (representing their thirst for multicultural knowledge)</p><p><img class="smilie smilie--emoji" alt="💡" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f4a1.png" title="Light bulb :bulb:" data-shortname=":bulb:" loading="lazy" width="64" height="64" /> Ideal Classes: Wizard (School of Lore), Artificer, Rogue (Inquisitive)</p><p><img class="smilie smilie--emoji" alt="🌍" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f30d.png" title="Globe showing Europe-Africa :earth_africa:" data-shortname=":earth_africa:" loading="lazy" width="64" height="64" /> Narrative Background: The Loreweavers are not "born wise": their power emerges from constant intellectual effort. Their society values critical debate over blind obedience—a subtle critique of the passive "smart girl who just observes" archetype.</p><p></p><p><img class="smilie smilie--emoji" alt="🌾" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f33e.png" title="Sheaf of rice :ear_of_rice:" data-shortname=":ear_of_rice:" loading="lazy" width="64" height="64" /> 2. Terracotta (Inspiration: "country girl / historical romance")</p><p>Humanoids with skin textured like baked clay, originating from fertile valleys where the land itself responds to their care; they are not "simple peasants," but ecological guardians with an ancestral connection to natural cycles.</p><p>TraitMechanical</p><p>+1 to Constitution</p><p>Physical resistance forged by working the land</p><p>Earth's Roots: Advantage on saving throws against effects that move you against your will (push, forced teleportation)</p><p>Seasonal Harvest: Once per long rest, you can create rations for up to 6 creatures for 24 hours (representing their ability to farm/gather even in hostile terrain)</p><p>LanguagesCommon + one of: Druid, Terran, or a language of earth creatures (e.g., Terran)</p><p><img class="smilie smilie--emoji" alt="💡" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f4a1.png" title="Light bulb :bulb:" data-shortname=":bulb:" loading="lazy" width="64" height="64" /> Ideal Classes: Druid (Circle of the Land), Ranger (Hunter), Cleric (Nature Domain)</p><p><img class="smilie smilie--emoji" alt="🌍" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f30d.png" title="Globe showing Europe-Africa :earth_africa:" data-shortname=":earth_africa:" loading="lazy" width="64" height="64" /> Narrative Background: They reject the "rural innocent" stereotype: they are environmental strategists who use agricultural knowledge to sabotage invaders (e.g., cultivating hallucinogenic mushrooms in enemy fields). Their romance is not "rescue by an outsider," but rather political alliances to protect their lands.</p><p></p><p><img class="smilie smilie--emoji" alt="🌌" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f30c.png" title="Milky way :milky_way:" data-shortname=":milky_way:" loading="lazy" width="64" height="64" /> 3. Stargazers (Inspiration: "the dreamer")</p><p>Humanoids with large eyes and star-like pupils; they are not "naive escapists," but visionaries who perceive future probabilities as moving constellations.</p><p>Trait Mechanical</p><p>+1 to Wisdom</p><p>Intuition as a survival tool</p><p>Probabilistic Sight: Once per turn, you can reroll an attack, saving throw, or skill check you just made (representing their ability to "see alternate paths")</p><p>Lucid Dreaming: During a short rest, you can enter a dreamlike trance to receive a narrative clue from the DM about the next challenge (max. 10 words)</p><p>Languages: Common + Celestial or one of your choice</p><p><img class="smilie smilie--emoji" alt="💡" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f4a1.png" title="Light bulb :bulb:" data-shortname=":bulb:" loading="lazy" width="64" height="64" /> Ideal Classes: Sorcerer (Divine Soul), Bard (College of Whispers), Warlock (The Great Old One)</p><p><img class="smilie smilie--emoji" alt="🌍" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f30d.png" title="Globe showing Europe-Africa :earth_africa:" data-shortname=":earth_africa:" loading="lazy" width="64" height="64" /> Narrative Background: Their "daydreaming" is tactical strategy, not distraction. In battle, they anticipate enemy movements; in diplomacy, they read hidden intentions. They break the stereotype of the "weak" daydreamer: their greatest weapon is mental preparation.</p><p></p><p><img class="smilie smilie--emoji" alt="🌊" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f30a.png" title="Water wave :ocean:" data-shortname=":ocean:" loading="lazy" width="64" height="64" /> 4. Kelpfolk (Inspiration: "the assimilated foreigner")</p><p>Amphibious humanoids with skin textured like seaweed; they are not "exotic outsiders," but climate refugees who adapt their ancestral culture to new environments without losing their identity.</p><p>Trait Mechanical+1 to Charisma</p><p>Ability to navigate foreign cultures</p><p>Amphibious Breathing: You can breathe air and water</p><p>Cultural Bridge: Advantage on Charisma (Persuasion) saves when interacting with creatures of a different culture than your own</p><p>Rapid Adaptation: Once per long rest, choose one saving throw: you have advantage on that save for 1 hour (representing their ability to adjust to new threats)</p><p>Languages: Common + Aquatic + one of your choice</p><p><img class="smilie smilie--emoji" alt="💡" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f4a1.png" title="Light bulb :bulb:" data-shortname=":bulb:" loading="lazy" width="64" height="64" /> Ideal Classes: Bard (College of Eloquence), Rogue (Mastermind), Cleric (Peace Domain)</p><p><img class="smilie smilie--emoji" alt="🌍" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f30d.png" title="Globe showing Europe-Africa :earth_africa:" data-shortname=":earth_africa:" loading="lazy" width="64" height="64" /> Narrative Background: They reject the narrative of "total assimilation": instead of abandoning their culture, they merge traditions (e.g., marine rituals adapted to terrestrial temples). Their conflict is not about "being accepted," but about negotiating mutual respect without losing their essence.</p><p></p><p><img class="smilie smilie--emoji" alt="🏹" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f3f9.png" title="Bow and arrow :bow_and_arrow:" data-shortname=":bow_and_arrow:" loading="lazy" width="64" height="64" /> 5. Stonekin </p><p>(Inspiration: "the sportswoman/athlete")</p><p>Robust humanoids with skin markings reminiscent of granite veins; they are not "tomboys" (a problematic term), but athletes whose physical strength is intertwined with mental discipline and tactical leadership.</p><p>Trait Mechanical</p><p>+1 to Strength or Dexterity Choice that reflects your athletic style (brute strength vs. agility)</p><p>Trained Body: Your Constitution value for calculating maximum HP increases by +1 per level (e.g., level 5 → +5 extra HP)</p><p>Athletic Discipline: Advantage on Strength (Athletics) and Dexterity (Acrobatics) rolls</p><p>Languages: Common + one of your choice</p><p><img class="smilie smilie--emoji" alt="💡" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f4a1.png" title="Light bulb :bulb:" data-shortname=":bulb:" loading="lazy" width="64" height="64" /> Ideal Classes: Fighter (Champion or Battle Master), Monk (Way of the Ascendant Dragon), Ranger (Beast Master)</p><p><img class="smilie smilie--emoji" alt="🌍" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f30d.png" title="Globe showing Europe-Africa :earth_africa:" data-shortname=":earth_africa:" loading="lazy" width="64" height="64" /> Narrative Background: Their culture celebrates all athletic bodies, without gender hierarchies. Competitions are not "for show," but rather communal rituals where cooperation (e.g., relay races) is valued more than individualism. They break the stereotype of the "masculinized" athlete: their strength is an expression of collective care (lifting rocks to save villagers, not just to show off).</p><p></p><p><img class="smilie smilie--emoji" alt="🕯️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f56f.png" title="Candle :candle:" data-shortname=":candle:" loading="lazy" width="64" height="64" /> 6. Lumenfolk (Inspiration: "the precocious sage who advises and cares")</p><p>Soft-skinned humanoids that emit a faint glow in the dark; they are not "lifeless surrogate mothers," but community healers whose empathy is a strategic skill, not a sacrificial duty.</p><p>Trait Mechanical: +1 to Wisdom Empathy as social intelligence</p><p>Comforting Light: As an action, you emit a faint light in a 10-foot radius for 1 minute. Allies within that radius have advantage on saves against fear.</p><p>Shared Healing: When you use a healing hit die to heal yourself, an ally within 5 feet can heal an additional 1d4 HP.</p><p>LanguagesCommon + one of your choice</p><p><img class="smilie smilie--emoji" alt="💡" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f4a1.png" title="Light bulb :bulb:" data-shortname=":bulb:" loading="lazy" width="64" height="64" /> Ideal Classes: Cleric (Life or Twilight Domain), Druid (Shepherd), Paladin (Oath of the Watchers)</p><p><img class="smilie smilie--emoji" alt="🌍" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f30d.png" title="Globe showing Europe-Africa :earth_africa:" data-shortname=":earth_africa:" loading="lazy" width="64" height="64" /> Narrative Background: Their "early wisdom" is not naiveté; it is ancestral knowledge passed down orally in marginalized communities. They reject the stereotype of the "caregiver without desires of their own"; they demand reciprocity ("I care for others because they care for me"). Their greatest narrative conflict: when to say "no" to preserve their own sanity.</p><p></p><p>[ATTACH=full]430059[/ATTACH]</p><p></p><p>Now PC species based in Heavy Metal music. (The videogame "Brutal Legend" gave me the inspiration).</p><p></p><p>1. Vortekh </p><p>(Inspiration: Thrash Metal — speed, aggression, rebellion)</p><p>Humanoids with rusted metallic skin and veins that glow like electrical filaments; descendants of warriors who swore allegiance to Controlled Chaos.</p><p>TraitMechanical +2 Strength, +1 Constitution Bodies forged for swift combat</p><p>Fury of the Tempest: When you reduce an enemy to 0 HP with a melee attack, you can move up to half your speed without provoking attacks of opportunity</p><p>Chaos Resistance: Advantage on saving throws against effects that would stun, paralyze, or confuse you</p><p>Languages: Common + Infernal or Abyssal</p><p><img class="smilie smilie--emoji" alt="💡" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f4a1.png" title="Light bulb :bulb:" data-shortname=":bulb:" loading="lazy" width="64" height="64" /> Ideal Classes: Fighter (Battle Master), Barbarian (Path of the Zealot), Monk (Way of the Cobalt Soul)<img class="smilie smilie--emoji" alt="🌍" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f30d.png" title="Globe showing Europe-Africa :earth_africa:" data-shortname=":earth_africa:" loading="lazy" width="64" height="64" /> Narrative Background: The Vortekh worship chaos as freedom. They are not aimless destroyers: their violence is disciplined and selective, directed against tyrants and oppressors. Their society operates according to tribal codes of honor rather than written laws.</p><p></p><p>2. Nyxari (Inspiration: Black Metal — darkness, wild nature, pagan mysticism)</p><p>Pale humanoids with completely black eyes and horns twisted like branches of a dead tree; children of eternal night and forbidden forests.</p><p>Trait Mechanical</p><p>+2 to Dexterity, +1 to WisdomStealth and connection to the primordial</p><p>Shadow EmbraceIn areas of darkness or gloom, you can use your action to merge with the shadows. Until the end of your next turn, you have advantage on Stealth rolls, and attacks against you have disadvantage.</p><p>Darkmoon Blood: Resistance to necrotic and psychic damage</p><p>Languages: Common + Hissing (language of shadow creatures)</p><p><img class="smilie smilie--emoji" alt="💡" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f4a1.png" title="Light bulb :bulb:" data-shortname=":bulb:" loading="lazy" width="64" height="64" /> Ideal Classes: Ranger (Gloom Stalker), Rogue (Assassin), Warlock (The Undead)</p><p><img class="smilie smilie--emoji" alt="🌍" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f30d.png" title="Globe showing Europe-Africa :earth_africa:" data-shortname=":earth_africa:" loading="lazy" width="64" height="64" /> Narrative Background: The Nyxari are not "evil": they are guardians of the wild. They reject civilizations that domesticated nature. Their rituals involve blood, but never innocent blood—only that of those who desecrated the sacred.</p><p></p><p><img class="smilie smilie--emoji" alt="💀" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f480.png" title="Skull :skull:" data-shortname=":skull:" loading="lazy" width="64" height="64" /> 3. Morbent (Inspiration: Death Metal—death, putrefaction, rebirth through decay)</p><p>Humanoids with translucent skin that reveals muscles and bones in a constant state of decay/regeneration; they are neither alive nor dead, but in an eternal cycle.</p><p>Trait Mechanical+2 to Constitution, +1 to Strength. Bodies that defy death</p><p>Living Carrion: You need not eat, drink, or breathe. Sleep does not restore you, but you suffer no penalties for lack of rest.</p><p>Touch of Decay: Once per long rest, when you strike with a melee attack, you deal 1d6 additional necrotic damage.</p><p>Languages: Common + Necrotic</p><p><img class="smilie smilie--emoji" alt="💡" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f4a1.png" title="Light bulb :bulb:" data-shortname=":bulb:" loading="lazy" width="64" height="64" /> Ideal Classes: Death Cleric, Paladin (Oathbreaker), Fighter (Rune Knight with death runes)</p><p><img class="smilie smilie--emoji" alt="🌍" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f30d.png" title="Globe showing Europe-Africa :earth_africa:" data-shortname=":earth_africa:" loading="lazy" width="64" height="64" /> Narrative Background: The Morbent see death as transformation, not an end. They do not fear pain because they already experience it constantly. They are existential philosophers who seek meaning in decay.</p><p></p><p><img class="smilie smilie--emoji" alt="🔥" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f525.png" title="Fire :fire:" data-shortname=":fire:" loading="lazy" width="64" height="64" /> 4. Pyrath (Inspiration: Power Metal — fire, glory, legendary heroes)</p><p>Humanoids with reddish-scaled skin that constantly emit heat; Their eyes burn with blue flames, and their horns gleam like forged metal.</p><p>Trait Mechanical</p><p>+2 Charisma, +1 Strength. A commanding presence and heroic strength</p><p>Heart of Fire: Resistance to fire damage. When you take fire damage, you can use your reaction to deal 1d6 fire damage to an enemy within 5 feet.</p><p>Flame of ValorOnce per long rest, when you fail a saving throw, you can reroll it.</p><p>LanguagesCommon + Ignan</p><p><img class="smilie smilie--emoji" alt="💡" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f4a1.png" title="Light bulb :bulb:" data-shortname=":bulb:" loading="lazy" width="64" height="64" /> Ideal Classes: Paladin (Oath of Glory), Sorcerer (Draconic Bloodline - Fire), Fighter (Champion)</p><p><img class="smilie smilie--emoji" alt="🌍" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f30d.png" title="Globe showing Europe-Africa :earth_africa:" data-shortname=":earth_africa:" loading="lazy" width="64" height="64" /> Narrative Background: The Pyrath believe in heroism as a sacred duty. They do not seek personal glory: their inner fire drives them to protect the weak. They are the "knights of metal"—noble, courageous, but never arrogant</p><p></p><p>.<img class="smilie smilie--emoji" alt="⛓️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/26d3.png" title="Chains :chains:" data-shortname=":chains:" loading="lazy" width="64" height="64" /> 5. Ferrum </p><p>(Inspiration: Doom Metal — weight, resilience, epic melancholy)</p><p>Massive humanoids with skin resembling rusted metal plates; they move slowly but with an unrelenting, mountain-crushing force.</p><p>Trait Mechanical</p><p>+2 Constitution, +1 Strength. Bodies like living fortresses</p><p>Iron Skin: Your base AC is 13 + Dexterity modifier (max. +2), even without armor</p><p>Iron Will:Advantage on saves against fear and effects that would knock you to the ground</p><p>Languages: Common + Terran</p><p><img class="smilie smilie--emoji" alt="💡" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f4a1.png" title="Light bulb :bulb:" data-shortname=":bulb:" loading="lazy" width="64" height="64" /> Ideal Classes: Barbarian (Path of the Giant), Fighter (Rune Knight), Cleric (Forge Domain)</p><p><img class="smilie smilie--emoji" alt="🌍" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f30d.png" title="Globe showing Europe-Africa :earth_africa:" data-shortname=":earth_africa:" loading="lazy" width="64" height="64" /> Narrative Background: The Ferrum bear the weight of history. Each scar on their metallic skin represents a battle lost or won. They are melancholic but never defeated: their slowness is strategic patience, not weakness.</p><p></p><p><img class="smilie smilie--emoji" alt="🐺" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f43a.png" title="Wolf :wolf:" data-shortname=":wolf:" loading="lazy" width="64" height="64" /> 6. Wolven </p><p>(Inspiration: Folk Metal — nature, tribes, ancestral spirituality)</p><p>Humanoids with lupine features: thick fur, prominent fangs, yellow eyes that glow in the dark; descendants of spirits of the hunt and the moon.</p><p>TraitMechanical</p><p>+2 to Dexterity, +1 to Wisdom. Animal instinct and spiritual connection</p><p>Predator Senses: Advantage on Wisdom (Perception) checks that rely on smell or hearing</p><p>Pack Howl: As an action, you can unleash a howl that inspires allies. Until the end of your next turn, allies within 30 feet have advantage on their first attack roll.</p><p>Languages: Common + Primordial</p><p><img class="smilie smilie--emoji" alt="💡" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f4a1.png" title="Light bulb :bulb:" data-shortname=":bulb:" loading="lazy" width="64" height="64" /> Ideal Classes: Ranger (Beast Master or Horizon Walker), Druid (Circle of the Moon), Barbarian (Path of the Totem Warrior - Wolf)</p><p><img class="smilie smilie--emoji" alt="🌍" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f30d.png" title="Globe showing Europe-Africa :earth_africa:" data-shortname=":earth_africa:" loading="lazy" width="64" height="64" /> Narrative Background: Wolven live in packs, not cities. Their loyalty is fierce but selective: once they accept someone into their circle, they would give their life for that person. They reject rigid hierarchies: they lead by respect, not by birth.</p><p></p><p>[ATTACH=full]430060[/ATTACH]</p><p>I didn't like the picture created by Qwen-chat and then I asked ChatGPT and I am happier althought I didn't like the Pyrath had horns like tieflings. </p><p></p><p>I asked Kimi AI new PC species for homemade settings and its answers are fool ideas, and I love this because I can feel suprised like I had discovered something new.</p></blockquote><p></p>
[QUOTE="LuisCarlos17f, post: 9863303, member: 6802378"] I have tried with Owenchat: PC species based in popular archetypes from fiction for young females: 📜 1. Loreweavers (Inspiration: "the intelligent researcher") Humanoids with translucent skin that reveals luminescent veins when they concentrate; descendants of fairy archivists who wove knowledge into their DNA. TraitMechanical +1 to an attribute of your choice Customization without penalty Innate Curiosity: Advantage on Intelligence (History) and Investigation rolls when seeking information about lost civilizations or artifacts Eidetic Memory: Once per long rest, you can accurately recall any text, map, or conversation you have witnessed (like the Comprehend Languages spell without components) Languages: Common +2 of your choice (representing their thirst for multicultural knowledge) 💡 Ideal Classes: Wizard (School of Lore), Artificer, Rogue (Inquisitive) 🌍 Narrative Background: The Loreweavers are not "born wise": their power emerges from constant intellectual effort. Their society values critical debate over blind obedience—a subtle critique of the passive "smart girl who just observes" archetype. 🌾 2. Terracotta (Inspiration: "country girl / historical romance") Humanoids with skin textured like baked clay, originating from fertile valleys where the land itself responds to their care; they are not "simple peasants," but ecological guardians with an ancestral connection to natural cycles. TraitMechanical +1 to Constitution Physical resistance forged by working the land Earth's Roots: Advantage on saving throws against effects that move you against your will (push, forced teleportation) Seasonal Harvest: Once per long rest, you can create rations for up to 6 creatures for 24 hours (representing their ability to farm/gather even in hostile terrain) LanguagesCommon + one of: Druid, Terran, or a language of earth creatures (e.g., Terran) 💡 Ideal Classes: Druid (Circle of the Land), Ranger (Hunter), Cleric (Nature Domain) 🌍 Narrative Background: They reject the "rural innocent" stereotype: they are environmental strategists who use agricultural knowledge to sabotage invaders (e.g., cultivating hallucinogenic mushrooms in enemy fields). Their romance is not "rescue by an outsider," but rather political alliances to protect their lands. 🌌 3. Stargazers (Inspiration: "the dreamer") Humanoids with large eyes and star-like pupils; they are not "naive escapists," but visionaries who perceive future probabilities as moving constellations. Trait Mechanical +1 to Wisdom Intuition as a survival tool Probabilistic Sight: Once per turn, you can reroll an attack, saving throw, or skill check you just made (representing their ability to "see alternate paths") Lucid Dreaming: During a short rest, you can enter a dreamlike trance to receive a narrative clue from the DM about the next challenge (max. 10 words) Languages: Common + Celestial or one of your choice 💡 Ideal Classes: Sorcerer (Divine Soul), Bard (College of Whispers), Warlock (The Great Old One) 🌍 Narrative Background: Their "daydreaming" is tactical strategy, not distraction. In battle, they anticipate enemy movements; in diplomacy, they read hidden intentions. They break the stereotype of the "weak" daydreamer: their greatest weapon is mental preparation. 🌊 4. Kelpfolk (Inspiration: "the assimilated foreigner") Amphibious humanoids with skin textured like seaweed; they are not "exotic outsiders," but climate refugees who adapt their ancestral culture to new environments without losing their identity. Trait Mechanical+1 to Charisma Ability to navigate foreign cultures Amphibious Breathing: You can breathe air and water Cultural Bridge: Advantage on Charisma (Persuasion) saves when interacting with creatures of a different culture than your own Rapid Adaptation: Once per long rest, choose one saving throw: you have advantage on that save for 1 hour (representing their ability to adjust to new threats) Languages: Common + Aquatic + one of your choice 💡 Ideal Classes: Bard (College of Eloquence), Rogue (Mastermind), Cleric (Peace Domain) 🌍 Narrative Background: They reject the narrative of "total assimilation": instead of abandoning their culture, they merge traditions (e.g., marine rituals adapted to terrestrial temples). Their conflict is not about "being accepted," but about negotiating mutual respect without losing their essence. 🏹 5. Stonekin (Inspiration: "the sportswoman/athlete") Robust humanoids with skin markings reminiscent of granite veins; they are not "tomboys" (a problematic term), but athletes whose physical strength is intertwined with mental discipline and tactical leadership. Trait Mechanical +1 to Strength or Dexterity Choice that reflects your athletic style (brute strength vs. agility) Trained Body: Your Constitution value for calculating maximum HP increases by +1 per level (e.g., level 5 → +5 extra HP) Athletic Discipline: Advantage on Strength (Athletics) and Dexterity (Acrobatics) rolls Languages: Common + one of your choice 💡 Ideal Classes: Fighter (Champion or Battle Master), Monk (Way of the Ascendant Dragon), Ranger (Beast Master) 🌍 Narrative Background: Their culture celebrates all athletic bodies, without gender hierarchies. Competitions are not "for show," but rather communal rituals where cooperation (e.g., relay races) is valued more than individualism. They break the stereotype of the "masculinized" athlete: their strength is an expression of collective care (lifting rocks to save villagers, not just to show off). 🕯️ 6. Lumenfolk (Inspiration: "the precocious sage who advises and cares") Soft-skinned humanoids that emit a faint glow in the dark; they are not "lifeless surrogate mothers," but community healers whose empathy is a strategic skill, not a sacrificial duty. Trait Mechanical: +1 to Wisdom Empathy as social intelligence Comforting Light: As an action, you emit a faint light in a 10-foot radius for 1 minute. Allies within that radius have advantage on saves against fear. Shared Healing: When you use a healing hit die to heal yourself, an ally within 5 feet can heal an additional 1d4 HP. LanguagesCommon + one of your choice 💡 Ideal Classes: Cleric (Life or Twilight Domain), Druid (Shepherd), Paladin (Oath of the Watchers) 🌍 Narrative Background: Their "early wisdom" is not naiveté; it is ancestral knowledge passed down orally in marginalized communities. They reject the stereotype of the "caregiver without desires of their own"; they demand reciprocity ("I care for others because they care for me"). Their greatest narrative conflict: when to say "no" to preserve their own sanity. [ATTACH type="full" size="2688x1536"]430059[/ATTACH] Now PC species based in Heavy Metal music. (The videogame "Brutal Legend" gave me the inspiration). 1. Vortekh (Inspiration: Thrash Metal — speed, aggression, rebellion) Humanoids with rusted metallic skin and veins that glow like electrical filaments; descendants of warriors who swore allegiance to Controlled Chaos. TraitMechanical +2 Strength, +1 Constitution Bodies forged for swift combat Fury of the Tempest: When you reduce an enemy to 0 HP with a melee attack, you can move up to half your speed without provoking attacks of opportunity Chaos Resistance: Advantage on saving throws against effects that would stun, paralyze, or confuse you Languages: Common + Infernal or Abyssal 💡 Ideal Classes: Fighter (Battle Master), Barbarian (Path of the Zealot), Monk (Way of the Cobalt Soul)🌍 Narrative Background: The Vortekh worship chaos as freedom. They are not aimless destroyers: their violence is disciplined and selective, directed against tyrants and oppressors. Their society operates according to tribal codes of honor rather than written laws. 2. Nyxari (Inspiration: Black Metal — darkness, wild nature, pagan mysticism) Pale humanoids with completely black eyes and horns twisted like branches of a dead tree; children of eternal night and forbidden forests. Trait Mechanical +2 to Dexterity, +1 to WisdomStealth and connection to the primordial Shadow EmbraceIn areas of darkness or gloom, you can use your action to merge with the shadows. Until the end of your next turn, you have advantage on Stealth rolls, and attacks against you have disadvantage. Darkmoon Blood: Resistance to necrotic and psychic damage Languages: Common + Hissing (language of shadow creatures) 💡 Ideal Classes: Ranger (Gloom Stalker), Rogue (Assassin), Warlock (The Undead) 🌍 Narrative Background: The Nyxari are not "evil": they are guardians of the wild. They reject civilizations that domesticated nature. Their rituals involve blood, but never innocent blood—only that of those who desecrated the sacred. 💀 3. Morbent (Inspiration: Death Metal—death, putrefaction, rebirth through decay) Humanoids with translucent skin that reveals muscles and bones in a constant state of decay/regeneration; they are neither alive nor dead, but in an eternal cycle. Trait Mechanical+2 to Constitution, +1 to Strength. Bodies that defy death Living Carrion: You need not eat, drink, or breathe. Sleep does not restore you, but you suffer no penalties for lack of rest. Touch of Decay: Once per long rest, when you strike with a melee attack, you deal 1d6 additional necrotic damage. Languages: Common + Necrotic 💡 Ideal Classes: Death Cleric, Paladin (Oathbreaker), Fighter (Rune Knight with death runes) 🌍 Narrative Background: The Morbent see death as transformation, not an end. They do not fear pain because they already experience it constantly. They are existential philosophers who seek meaning in decay. 🔥 4. Pyrath (Inspiration: Power Metal — fire, glory, legendary heroes) Humanoids with reddish-scaled skin that constantly emit heat; Their eyes burn with blue flames, and their horns gleam like forged metal. Trait Mechanical +2 Charisma, +1 Strength. A commanding presence and heroic strength Heart of Fire: Resistance to fire damage. When you take fire damage, you can use your reaction to deal 1d6 fire damage to an enemy within 5 feet. Flame of ValorOnce per long rest, when you fail a saving throw, you can reroll it. LanguagesCommon + Ignan 💡 Ideal Classes: Paladin (Oath of Glory), Sorcerer (Draconic Bloodline - Fire), Fighter (Champion) 🌍 Narrative Background: The Pyrath believe in heroism as a sacred duty. They do not seek personal glory: their inner fire drives them to protect the weak. They are the "knights of metal"—noble, courageous, but never arrogant .⛓️ 5. Ferrum (Inspiration: Doom Metal — weight, resilience, epic melancholy) Massive humanoids with skin resembling rusted metal plates; they move slowly but with an unrelenting, mountain-crushing force. Trait Mechanical +2 Constitution, +1 Strength. Bodies like living fortresses Iron Skin: Your base AC is 13 + Dexterity modifier (max. +2), even without armor Iron Will:Advantage on saves against fear and effects that would knock you to the ground Languages: Common + Terran 💡 Ideal Classes: Barbarian (Path of the Giant), Fighter (Rune Knight), Cleric (Forge Domain) 🌍 Narrative Background: The Ferrum bear the weight of history. Each scar on their metallic skin represents a battle lost or won. They are melancholic but never defeated: their slowness is strategic patience, not weakness. 🐺 6. Wolven (Inspiration: Folk Metal — nature, tribes, ancestral spirituality) Humanoids with lupine features: thick fur, prominent fangs, yellow eyes that glow in the dark; descendants of spirits of the hunt and the moon. TraitMechanical +2 to Dexterity, +1 to Wisdom. Animal instinct and spiritual connection Predator Senses: Advantage on Wisdom (Perception) checks that rely on smell or hearing Pack Howl: As an action, you can unleash a howl that inspires allies. Until the end of your next turn, allies within 30 feet have advantage on their first attack roll. Languages: Common + Primordial 💡 Ideal Classes: Ranger (Beast Master or Horizon Walker), Druid (Circle of the Moon), Barbarian (Path of the Totem Warrior - Wolf) 🌍 Narrative Background: Wolven live in packs, not cities. Their loyalty is fierce but selective: once they accept someone into their circle, they would give their life for that person. They reject rigid hierarchies: they lead by respect, not by birth. [ATTACH type="full" size="1536x1024"]430060[/ATTACH] I didn't like the picture created by Qwen-chat and then I asked ChatGPT and I am happier althought I didn't like the Pyrath had horns like tieflings. I asked Kimi AI new PC species for homemade settings and its answers are fool ideas, and I love this because I can feel suprised like I had discovered something new. [/QUOTE]
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