CreamCloud0
One day, I hope to actually play DnD.
This is something that got tangentially mentioned a few days ago in half-elves/orcs SRD thread that got me thinking, What could the 2024 PHB species design look like if they had larger design budgets intended to serve as the foundation of a character, If your species was your 'level 0' and a chunky level 0 at that, something that really influences what your character can do throughout a campaign and gives them a kickstart on their tools at lower levels, how would you design one of the species to fit those criteria?
(while i have used the 2024 tag on this thread i don't expect these designs to precisely fit 2024's balance)
So for example if i were to design dragonborn then maybe something like this:
Dragonborn
Speed:30ft HP:15+2d4 Size:Medium
Enhanced Senses: you have darkvision for 60ft and have advantage on any checks which require smell.
Draconic Ancestry: you are distantly related to a particular kind of dragon, this choice determines the element of certain other associated features pick one of [fire, cold, lightning, poison, acid].
Chromatic Weapons: you have natural weapons that deal the damage type of your ancestry
-Breath Weapon, when you take the attack action you may substitute one attack to make either a 15ft cone/30ft line breath attack, save for half, DC=8+CON+PB, it deals 2d6 damage, 3d6 at 6th, 4d6 at 11th and 5d6 at 16th, this attack recharges on a max d4 roll at the end of your turn.
-Claw Attacks, you make an attack with your claws, they are considered d6 finesse weapons that you are considered proficient in, you gain extra claw attacks with extra attack, you can use your bonus action to make an additional claw attack when you attack with them, if you attack a creature that has resistance or immunity to their element they instead deal d4 Slashing that is considered magical for the purposes of determing resistances.
Tail Sweep: when you make a melee attack you may use your bonus action to attempt to trip a creature adjacent to you, they must make a DEX saving throw or fall prone, if the target is large it has advantage on the saving throw, if it bigger than large the attempt fails.
Scaled Hide: your natural scales provide protection, you resist the damage of the type associated with your ancestry, additionally when not wearing armour you have an AC of 14+DEX(max 3).
Dragon Wings: you have a large pair of wings, as a reaction while in the air you can use them to slow your decent as well as glide a horizontal distance triple the height that you started at, at 5th level you gain a fly speed equal to your walkspeed, you must maintain concentraition to remain airbourne between turns else you safely decend to the nearest available location to land, if your concentration is forcibly broken you fall to the ground, your flyspeed is halved if you are wearing heavy armour.
Frightful Roar: you let out a terrifying roar and all non-allied creatures in a 30ft radius who can hear you must make a WIS saving throw or become frightened of you for 1 minute, they can reattempt the save at the end of each of their subsequent turns, if you have proficiency in Intimidation the initial save is made with disadvantage, if you have expertise the check is automatically failed(if they resist fear it's made with disadvantage instead), this ability uses the same charge your breathweapon uses.
I know some people would prefer species to be primarily aesthetic or a one-size-fits-all situation for all classes and characters, this is not the thread for those perspectives, this is a + thread for a reason, please respect the premise.
(while i have used the 2024 tag on this thread i don't expect these designs to precisely fit 2024's balance)
So for example if i were to design dragonborn then maybe something like this:
Dragonborn
Speed:30ft HP:15+2d4 Size:Medium
Enhanced Senses: you have darkvision for 60ft and have advantage on any checks which require smell.
Draconic Ancestry: you are distantly related to a particular kind of dragon, this choice determines the element of certain other associated features pick one of [fire, cold, lightning, poison, acid].
Chromatic Weapons: you have natural weapons that deal the damage type of your ancestry
-Breath Weapon, when you take the attack action you may substitute one attack to make either a 15ft cone/30ft line breath attack, save for half, DC=8+CON+PB, it deals 2d6 damage, 3d6 at 6th, 4d6 at 11th and 5d6 at 16th, this attack recharges on a max d4 roll at the end of your turn.
-Claw Attacks, you make an attack with your claws, they are considered d6 finesse weapons that you are considered proficient in, you gain extra claw attacks with extra attack, you can use your bonus action to make an additional claw attack when you attack with them, if you attack a creature that has resistance or immunity to their element they instead deal d4 Slashing that is considered magical for the purposes of determing resistances.
Tail Sweep: when you make a melee attack you may use your bonus action to attempt to trip a creature adjacent to you, they must make a DEX saving throw or fall prone, if the target is large it has advantage on the saving throw, if it bigger than large the attempt fails.
Scaled Hide: your natural scales provide protection, you resist the damage of the type associated with your ancestry, additionally when not wearing armour you have an AC of 14+DEX(max 3).
Dragon Wings: you have a large pair of wings, as a reaction while in the air you can use them to slow your decent as well as glide a horizontal distance triple the height that you started at, at 5th level you gain a fly speed equal to your walkspeed, you must maintain concentraition to remain airbourne between turns else you safely decend to the nearest available location to land, if your concentration is forcibly broken you fall to the ground, your flyspeed is halved if you are wearing heavy armour.
Frightful Roar: you let out a terrifying roar and all non-allied creatures in a 30ft radius who can hear you must make a WIS saving throw or become frightened of you for 1 minute, they can reattempt the save at the end of each of their subsequent turns, if you have proficiency in Intimidation the initial save is made with disadvantage, if you have expertise the check is automatically failed(if they resist fear it's made with disadvantage instead), this ability uses the same charge your breathweapon uses.
I know some people would prefer species to be primarily aesthetic or a one-size-fits-all situation for all classes and characters, this is not the thread for those perspectives, this is a + thread for a reason, please respect the premise.
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