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[Creative] My Homebrew for Adventurer's Guide to the Bible
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<blockquote data-quote="Libertad" data-source="post: 9067017" data-attributes="member: 6750502"><p style="text-align: center"><img src="https://i.imgur.com/wJeSOE3.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center"><strong>Giant Lineage Revision</strong></p><p></p><p>In my review to the Adventurer’s Guide to the Bible, I noted that the Giant race was weaker than the other options on account that they have some rather situational abilities as well as a penalty in being unwelcome in cities. Not to mention being heavily designed for melee combat in an adventure with a higher than usual amount of noncombat encounters and quests. This alternate lineage also comes with sublineage options.</p><p></p><p><strong>Giant Traits</strong></p><p></p><p><strong>Type.</strong> You are a Humanoid.</p><p><strong>Ability Score Increase.</strong> Your Strength score increases by 2.</p><p><strong>Age.</strong> Giants learn to fend for themselves at an early age. A Giant is considered an adult by the age of 10, and their life expectancy is less than 100 years, although giants almost always die in combat before they reach old age. (text taken from the book)</p><p><strong>Size.</strong> Giants are between 8 and 12 feet tall. Your size is Large.</p><p><strong>Speed.</strong> Your base walking speed is 40 feet.</p><p><strong>Tall Person in a Small World.</strong> You have proficiency in one of the following: Acrobatics, Athletics, Intimidation, Persuasion, or Survival.</p><p><strong>Languages.</strong> You can speak, read, and write in Common and one extra language of your choice. Typically this language will be that of the people you live among or commonly deal with. (text taken from the book)</p><p></p><p><strong>Phalanx-Breaker</strong></p><p></p><p>Your family tree is full of fierce warriors more than eager to live up to the image smaller people have of them.</p><p></p><p><strong>Ability Score Increase.</strong> Your Charisma score increases by 1.</p><p></p><p><strong>Stand Tall.</strong> You have advantage on ability checks and saving throws to avoid the prone and restrained conditions.</p><p></p><p><strong>Overwhelming Swing.</strong> When you perform the shove special attack, you can elect to target a number of creatures equal to your Proficiency Bonus. Roll a single Athletics check and compare it to the results of the resisting creatures. If choosing to push, you can push any number of these creatures an additional 10 feet (15 feet total in most circumstances). Once you use this ability, you can’t use it again until you finish a short or long rest.</p><p></p><p><strong>Far-Reached</strong></p><p></p><p>Your particular heritage is taller than others, and your arms and hands are quite nimble.</p><p></p><p><strong>Ability Score Increase.</strong> Your Dexterity score increases by 1.</p><p></p><p><strong>Look Out, Little Ones!</strong> When a creature or object within your natural reach is targeted by an attack, environmental hazard, or other hostile effect, you can spend up to half your remaining movement as a reaction to move the creature or object that amount of distance within your natural reach. If this would move them out of the area of effect or reach of an attack, they gain advantage on their relevant save or the attacker suffers disadvantage on their attack roll. Once you use this ability, you can’t use it again until you finish a short or long rest.</p><p></p><p><strong>Hulking Hurler.</strong> You can throw a creature or object up to Medium size as a special attack. For unwilling creatures, they must first be grappled by you. The thrown object or creature is treated as a weapon with the thrown property (20 ft, short range only) with which you are proficient, and deal bludgeoning damage dependent on their size: tiny 1d4, small 1d6, and medium 1d8. If throwing a creature, both it and the target suffer bludgeoning damage.</p><p></p><p>If throwing a willing creature such as an ally, you can elect not to have them take damage from the collision. They can still suffer damage from other sources, such as falling or hazardous terrain.</p><p></p><p>At 5th level your throwing range increases to 30 feet, and you can throw objects and creatures up to Large size dealing 2d6 damage. At 11th level your throwing range increases to 40 feet, and you can throw objects and creatures up to Huge size dealing 3d6 damage.</p><p></p><p><strong>Heaven-Blooded</strong></p><p></p><p>Your family tree has supernatural influence, perhaps a nephilim or some other otherworldly being. This allows you to unleash your strength on the world in magical ways.</p><p></p><p><strong>Ability Score Increase.</strong> Your Wisdom score increases by 1.</p><p></p><p><strong>Magic of Power.</strong> You know the Mold Earth cantrip. When you reach 3rd level, you can cast the Earth Tremor spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Enhance Ability spell once with this trait and regain the ability to do so when you finish a long rest, but you can only pick yourself as the target. Strength is your spellcasting ability for these spells.</p><p></p><p></p><p><strong>Rationale Behind the Choices:</strong> For the base giant race, I figured that Large size and 40 foot movement speed were powerful enough to count as unique benefits. Tall Person in a Small World reflects various aptitudes giants had to learn in maneuvering among humanity: Acrobatics or Athletics can reflect learning to move carefully around smaller people and objects to avoid causing damage, Intimidation is self-evident, Persuasion is learning how to give off a less threatening aura, and Survival reflects how many giants unwelcome in population centers learn to life off the land.</p><p></p><p>As for the subraces, I made sure to give their +1 ability score bonus to things associated with non-melee characters. Dexterity, Wisdom, and Charisma cover a wide variety of skills, allowing giants emphasizing high scores in these areas to be good in those fields. Overwhelming Swing and Look Out, Little Ones both serve as unique forms of battlefield control that feel appropriately giantish; Stand Tall is a useful defensive feature; and Hulking Hurler provides the giant with both a convenient ranged attack and more battlefield control in throwing enemies (and allies) around the battlefield or into convenient/inconvenient locations.</p><p></p><p>The Heaven-Blooded magic stands out a bit, as I intentionally picked spells that felt like a supernatural enhancement of prodigious strength: Mold Earth being the giant willing their power to move soil and stone from a distance rather than physically scooping it up or shaping it, Earth Tremor is a mighty slam or stomp, and Enhance Ability can be the giant calling upon their own inner reserves.</p><p></p><p>There is a bit of a concern that I may have made the revised race a tad strong. But by contrasting them to the other three races, those ones still have unique niches. Base humans are still weak, but variant humans remain a good choice due to the bonus feat. Nephilim are still a broadly-varied race with a good assortment of bonus skills and spells. Rephaim’s darkvision is still invaluable, and their bonus spells make them great sneaky types.</p></blockquote><p></p>
[QUOTE="Libertad, post: 9067017, member: 6750502"] [center][img]https://i.imgur.com/wJeSOE3.png[/img] [b]Giant Lineage Revision[/b][/center] In my review to the Adventurer’s Guide to the Bible, I noted that the Giant race was weaker than the other options on account that they have some rather situational abilities as well as a penalty in being unwelcome in cities. Not to mention being heavily designed for melee combat in an adventure with a higher than usual amount of noncombat encounters and quests. This alternate lineage also comes with sublineage options. [b]Giant Traits[/b] [b]Type.[/b] You are a Humanoid. [b]Ability Score Increase.[/b] Your Strength score increases by 2. [b]Age.[/b] Giants learn to fend for themselves at an early age. A Giant is considered an adult by the age of 10, and their life expectancy is less than 100 years, although giants almost always die in combat before they reach old age. (text taken from the book) [b]Size.[/b] Giants are between 8 and 12 feet tall. Your size is Large. [b]Speed.[/b] Your base walking speed is 40 feet. [b]Tall Person in a Small World.[/b] You have proficiency in one of the following: Acrobatics, Athletics, Intimidation, Persuasion, or Survival. [b]Languages.[/b] You can speak, read, and write in Common and one extra language of your choice. Typically this language will be that of the people you live among or commonly deal with. (text taken from the book) [b]Phalanx-Breaker[/b] Your family tree is full of fierce warriors more than eager to live up to the image smaller people have of them. [b]Ability Score Increase.[/b] Your Charisma score increases by 1. [b]Stand Tall.[/b] You have advantage on ability checks and saving throws to avoid the prone and restrained conditions. [b]Overwhelming Swing.[/b] When you perform the shove special attack, you can elect to target a number of creatures equal to your Proficiency Bonus. Roll a single Athletics check and compare it to the results of the resisting creatures. If choosing to push, you can push any number of these creatures an additional 10 feet (15 feet total in most circumstances). Once you use this ability, you can’t use it again until you finish a short or long rest. [b]Far-Reached[/b] Your particular heritage is taller than others, and your arms and hands are quite nimble. [b]Ability Score Increase.[/b] Your Dexterity score increases by 1. [b]Look Out, Little Ones![/b] When a creature or object within your natural reach is targeted by an attack, environmental hazard, or other hostile effect, you can spend up to half your remaining movement as a reaction to move the creature or object that amount of distance within your natural reach. If this would move them out of the area of effect or reach of an attack, they gain advantage on their relevant save or the attacker suffers disadvantage on their attack roll. Once you use this ability, you can’t use it again until you finish a short or long rest. [b]Hulking Hurler.[/b] You can throw a creature or object up to Medium size as a special attack. For unwilling creatures, they must first be grappled by you. The thrown object or creature is treated as a weapon with the thrown property (20 ft, short range only) with which you are proficient, and deal bludgeoning damage dependent on their size: tiny 1d4, small 1d6, and medium 1d8. If throwing a creature, both it and the target suffer bludgeoning damage. If throwing a willing creature such as an ally, you can elect not to have them take damage from the collision. They can still suffer damage from other sources, such as falling or hazardous terrain. At 5th level your throwing range increases to 30 feet, and you can throw objects and creatures up to Large size dealing 2d6 damage. At 11th level your throwing range increases to 40 feet, and you can throw objects and creatures up to Huge size dealing 3d6 damage. [b]Heaven-Blooded[/b] Your family tree has supernatural influence, perhaps a nephilim or some other otherworldly being. This allows you to unleash your strength on the world in magical ways. [b]Ability Score Increase.[/b] Your Wisdom score increases by 1. [b]Magic of Power.[/b] You know the Mold Earth cantrip. When you reach 3rd level, you can cast the Earth Tremor spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Enhance Ability spell once with this trait and regain the ability to do so when you finish a long rest, but you can only pick yourself as the target. Strength is your spellcasting ability for these spells. [b]Rationale Behind the Choices:[/b] For the base giant race, I figured that Large size and 40 foot movement speed were powerful enough to count as unique benefits. Tall Person in a Small World reflects various aptitudes giants had to learn in maneuvering among humanity: Acrobatics or Athletics can reflect learning to move carefully around smaller people and objects to avoid causing damage, Intimidation is self-evident, Persuasion is learning how to give off a less threatening aura, and Survival reflects how many giants unwelcome in population centers learn to life off the land. As for the subraces, I made sure to give their +1 ability score bonus to things associated with non-melee characters. Dexterity, Wisdom, and Charisma cover a wide variety of skills, allowing giants emphasizing high scores in these areas to be good in those fields. Overwhelming Swing and Look Out, Little Ones both serve as unique forms of battlefield control that feel appropriately giantish; Stand Tall is a useful defensive feature; and Hulking Hurler provides the giant with both a convenient ranged attack and more battlefield control in throwing enemies (and allies) around the battlefield or into convenient/inconvenient locations. The Heaven-Blooded magic stands out a bit, as I intentionally picked spells that felt like a supernatural enhancement of prodigious strength: Mold Earth being the giant willing their power to move soil and stone from a distance rather than physically scooping it up or shaping it, Earth Tremor is a mighty slam or stomp, and Enhance Ability can be the giant calling upon their own inner reserves. There is a bit of a concern that I may have made the revised race a tad strong. But by contrasting them to the other three races, those ones still have unique niches. Base humans are still weak, but variant humans remain a good choice due to the bonus feat. Nephilim are still a broadly-varied race with a good assortment of bonus skills and spells. Rephaim’s darkvision is still invaluable, and their bonus spells make them great sneaky types. [/QUOTE]
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