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<blockquote data-quote="Duan'duliir" data-source="post: 6736265" data-attributes="member: 6802320"><p>Good to see such a thread up. Here is my Fey'ri as an Elf subrace for 5e. It uses level adjustment and is not meant for use with the Variant Half-Elf made by Coronoides, as it gives a bonus to Charisma also. (Also, shouldn't the variant be a ****1/2 or lower rating, not a ***** rating?)</p><p></p><p><strong>FEY'RI (ELF SUBRACE) **</strong></p><p>Elf Base <strong>(6pt)</strong></p><p><strong>Languages.</strong> Add Abyssal to languages known <strong>(X 0pt)</strong></p><p><strong>Ability score Increase.</strong> +2 Cha <strong>(P 4pt)</strong> (In the original, their favoured class was sorcerer, so I made their ASI reflect this)</p><p><strong>Wings.</strong> Featherfall @ will <strong>(I 2pt)</strong>. At 6th, fly speed <strong>(I 2pt)</strong> of 40 feet <strong>(X 1pt)</strong></p><p><strong>Alter Self.</strong> You can cast Alter Self at will starting at 5th level. The duration for the spell is indefinite. (I feel that the indefinite duration is a fair reason for a increase in level, so this is a 3rd level combat spell (you may create natural weapons) at 5th level <em>(X 4pt)</em> with a uses multiplier of at will <em>(x2)</em>) <strong>(X 8pt)</strong></p><p><strong>Demonic Abilities.</strong> Pick four of the following: (highest cost 3.5, four options (x4)) <strong>(14pt)</strong></p><p> - Cast charm person once per long rest (1st level non combat at level wizard gets (1st) - F 0pt)</p><p> - Cast clairvoyance once per long rest (3rd level non combat at 2 levels before wizard gets (3rd) - X 2pt)</p><p> - Cast darkness once per long rest (2nd level combat at gets 5th - X 3.5pt)</p><p> - Cast detect thoughts once per long rest (2nd level non combat at level wizard gets (3rd) - F 0pt)</p><p> - Resistance to fire damage (damage resistance vs one type - X 0pt)</p><p> - Cast suggestion once per long rest (2nd level non combat at level wizard gets (3rd) - F 0pt)</p><p> - Advantage on saves against lightning damage (advantage on saves vs specific source or damage type - F 0pt)</p><p> - Advantage on saves against poison damage (advantage on saves vs specific source or damage type - F 0pt)</p><p><strong>Hit Dice.</strong> You have 2d8 racial hit dice (2x (I 4.5pt)) <strong>(I 9pt)</strong></p><p>TOTAL = <strong>44pt - LA 3, JL 5</strong></p><p></p><p>That is for the weaker of the two. The stronger has the following two options available, but can only pick one of those, leaving it with three of the ones above. Its Demonic Abilities and Hit Dice are modified to accommodate. The following replaces the Demonic Abilities and Hit Dice from above.</p><p><strong>Demonic Abilities.</strong> Pick three of the following: (highest cost 3.5, three options (x3)) <strong>(10.5pt)</strong></p><p> - Cast charm person once per long rest (1st level non combat at level wizard gets (1st) - F 0pt)</p><p> - Cast clairvoyance once per long rest (3rd level non combat at 2 levels before wizard gets (3rd) - X 2pt)</p><p> - Cast darkness once per long rest (2nd level combat at gets 5th - X 3.5pt)</p><p> - Cast detect thoughts once per long rest (2nd level non combat at level wizard gets (3rd) - F 0pt)</p><p> - Resistance to fire damage (damage resistance vs one type - X 0pt)</p><p> - Cast suggestion once per long rest (2nd level non combat at level wizard gets (3rd) - F 0pt)</p><p> - Advantage on saves against lightning damage (advantage on saves vs specific source or damage type - F 0pt)</p><p> - Advantage on saves against poison damage (advantage on saves vs specific source or damage type - F 0pt)</p><p><strong>Greater Demonic Abilities.</strong> Pick one of the following: (highest cost 22.5) <strong>(22.5pt)</strong></p><p> - Cast dimension door at will (4th level non combat at 2 levels before wizard gets (5th) - I 0pt at will = x2 =0pt)</p><p> - Resistance to bludgeoning, piercing, and slashing damage (damage resistance vs 3 types special - 22.5 (see points evaluation below))</p><p><strong>Hit Dice.</strong> You have 5d8 racial hit dice (5x (I 4.5pt)) <strong>(I 22.5pt)</strong></p><p>TOTAL = <strong>76.5pt - LA 6, JL 7</strong></p><p>[sblock="Resistance Calculations"]LA1, total levels 1 extra HP this level=5x2-5=5</p><p>LA2, total levels 2 extra HP this level=5x2-5=5</p><p>LA3, total levels 3 extra HP this level=5x2-5=5</p><p>LA4, total levels 4 extra HP this level=5x2-5=5</p><p>LA5, total levels 5 extra HP this level=0 no HD</p><p>LA6, total levels 6 extra HP this level=0 no HD</p><p>Class level 1 total levels 7 extra HP this level=8x1.5-8=4</p><p>Class level 2 total levels 8 extra HP this level=5x1.5-5=2.5</p><p>Class level 3 total levels 9 extra HP this level=5x1.5-5=2.5</p><p>Class level 4 total levels 10 extra HP this level=5x1.5-5=2.5</p><p>Class level 5 total levels 11 extra HP this level=5x1.25-5=1.25</p><p>Class level 6 total levels 12 extra HP this level=5x1.25-5=1.25</p><p>Class level 7 total levels 13 extra HP this level=5x1.25-5=1.25</p><p>Class level 8 total levels 14 extra HP this level=5x1.25-5=1.25</p><p>Class level 9 total levels 15 extra HP this level=5x1.25-5=1.25</p><p>Class level 10 total levels 16 extra HP this level=5x1.25-5=1.25</p><p>Class level 11 total levels 17 extra HP this level=5x1-5=0</p><p>Class level 12 total levels 18 extra HP this level=5x1-5=0</p><p>Class level 13 total levels 19 extra HP this level=5x1-5=0</p><p>Class level 14 total levels 20 extra HP this level=5x1-5=0</p><p>TOTAL = 5+5+5+5+0+0+5+2.5+2.5+2.5+1.25+1.25+1.25+1.25+1.25+1.25+0+0+0+0 = 40</p><p>2d20 can get this, so 11.25*2 = 22.5</p><p>[/sblock]EDIT: Here's some more stuff I posted on the WotC community forums:</p><p>Here's some feats I made. The first three are based on the 3.X Dragonborn of Bahamut race, while the fourth is based on a template from an older version of D&D (3.X?), specifically the arachnoid template from City of the Spider Queen.</p><p></p><p><strong>DRAGONBORN OF BAHAMUT (HEART) **** 1/2</strong></p><p><em>Prerequisite: Lawful Good, Not Dragonborn</em></p><p>You have undergone a magical ritual to allow you a close bond with metallic dragons as long as you serve Bahamut. You gain a Breath Weapon. You can use your action to exhale destructive energy. The exhalation has the following statistics: 5 by 30 foot line or 15 foot cone of fire, lightning, acid or cold (choose any one combination when you select this feat). When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity or Constitution saving throw (Dexterity if you chose line, Constitution if you chose cone). The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest. Once you take this feat, you cannot take either of the other Dragonborn of Bahamut feats.</p><p>[sblock="Points"]Dragonborn breath weapon - <strong>P 6pt</strong></p><p><strong></strong>TOTAL = <strong>6pt</strong></p><p>[/sblock]</p><p><strong>DRAGONBORN OF BAHAMUT (MIND) **</strong></p><p><em>Prerequisite: Lawful Good, Not Dragonborn</em></p><p>You have undergone a magical ritual to allow you a close bond with metallic dragons as long as you serve Bahamut. You gain a +1 to your Wisdom score, immunity to paralysis, advantage vs being charmed, magic cannot put you to sleep, 60 feet of Darkvision, and advantage on perception and investigation checks for secret doors. You also gain Blindsight after you reach 3rd level. Once you take this feat, you cannot take either of the other Dragonborn of Bahamut feats.</p><p>[sblock="Points"]+1 Wisdom - <strong>P 2pt</strong></p><p>Condition Immunity (Paralysis) - <strong>I 0pt</strong></p><p>What amounts to Fey Ancestory - <strong>X 0pt</strong></p><p>Darkvision 60ft - <strong>X 0pt</strong></p><p>Adv perception & investigation secret doors - <strong>F 2pt</strong></p><p>Blindsight at 3rd - <strong>I 2pt</strong></p><p>TOTAL = <strong>6pt</strong></p><p><strong></strong>[/sblock]</p><p><strong>DRAGONBORN OF BAHAMUT (WINGS) **</strong></p><p><em>Prerequisite: Lawful Good, Not Dragonborn</em></p><p>You have undergone a magical ritual to allow you a close bond with metallic dragons as long as you serve Bahamut. You have a pair of wings, and can use them as if you had feather-fall at will. Once you have progressed past 6th level, you can use them to fly at a speed of 30 feet. If you are flying and dive 30 feet straight towards a target and hit it with a melee weapon attack, the attack does extra damage to the target equal to the standard damage of the weapon (if the weapon deals 1d4 damage, the dive attack causes you to deal 2d4 + the modifier you use with that weapon. If you score a critical hit, the damage from the dive attack is not doubled. In other words, scoring a critical hit with a Greatsword while diving deals 6d6 damage, not 8d6, as the dive damage is calculated after the critical damage, not before). Once you take this feat, you cannot take either of the other Dragonborn of Bahamut feats.</p><p>[sblock="Points"]Wings equivalent to featherfall at 1st - <strong>I 2pt</strong></p><p>Fly speed 30 at 6th level - <strong>I 2pt</strong></p><p><strong></strong>Dive at 6th (with flight) - <strong>I 1.16pt (The most extra damage this can do is 2d6 from a Greatsword or Maul, and that is 3.5pt. Dive is the price of the extra damage divided by 1/3)</strong></p><p><strong></strong>TOTAL = <strong>5.16pt</strong></p><p><strong></strong><strong>Note:</strong> I removed a feature that previously existed on this race, because it didn't make sense, and, having reviewed the 3.5 race, added a Dive feature. While this doesn't bring the points to 6, it is now able to be taken at 1st level if you start as a Variant Human.</p><p>[/sblock]</p><p><strong>SPIDER QUEEN’S IMAGE **</strong></p><p><em>Prerequisite: Neutral Evil (DM’s discretion, can be ignored)</em></p><p>In their foul veneration of the Spider Queen, the drow have mastered creating many new creatures that manifest spiderlike features, called arachnoid creatures. Occasionally an intelligent humanoid is chosen for this roll. Sprouting thick black hair growing in rough clumps, large multifaceted eyes, and mandibles dripping with poison, such creatures are horrible abominations that range from loyal servants of the drow to deadly renegades on the outskirts of drow civilisation, and humanoid arachnoids are often mistaken for were-spiders in hybrid form. As such a creature you gain the following benefits:</p><p>You gain +1 to your Dexterity score, but take a -1 penalty to your Intelligence score. You gain a climb speed of 20 feet, your natural armour becomes 11 + your Dexterity score (if it isn’t higher), you become immune to being charmed, and you get a bite weapon with which you are proficient, which deals 1d6 piercing damage. If you successfully bite a creature, you can force them to make a Constitution saving throw. If they fail, they take 1d4 poison damage. If you force a creature to make this saving throw, then you cannot force them to make this saving throw again until it is recharged (recharge 5-6).</p><p>[sblock="Points"]+1 Ability Score - <strong>P 2pt</strong></p><p>-1 Ability Score - <strong>P -2pt</strong></p><p>Climb speed 20ft - <strong>I 2pt</strong></p><p>Natural armour 11+Dex - <strong>I 2pt</strong></p><p>Condition Immunity (Charm) - <strong>I 0pt</strong></p><p>Natural weapon (Bite) 1d6 - <strong>F 1.5pt</strong></p><p>Weapon prof (bite) - <strong>X 0.25pt</strong></p><p>Bite Poison (Damaging power, detailed below) - <strong>0.25pt</strong></p><p>TOTAL - <strong>6pt</strong></p><p><strong>Note:</strong> While Coronoides' system says no negative points in feats, I felt that the decrease to Intelligence was appropriate, and also allowed this feat to fully achieve its full potential</p><p></p><p>Bite Poison pricing</p><p>2.5 damage (I assumed it got used twice in three rounds, seems fair for recharge 5-6) - DPR 1.67 - Level (Earliest is) 1 - 0.29pt</p><p>Area multiplier - 1</p><p>Range 5ft - Multiplier 1</p><p>Uses - Recharge 5-6 - Multiplier 1.25</p><p>TOTAL <strong>0.3625</strong> -ROUNDED <strong>0.25</strong></p><p><strong></strong>[/sblock]</p><p><strong>MARILITH *</strong> (I definitely wouldn't pay this. This was done for someone else)</p><p><strong>Size.</strong> You are large creature, and replace your first extra attack with a d10HD, which you gain in addition to the HD you would normally gain at that level.</p><p><strong>Speed.</strong> Your speed is 40 feet.</p><p><strong>Demonic Armour.</strong> When you are not wearing armour, your AC equals 13 + your Dexterity modifier.</p><p><strong>Marilith Weaponry.</strong> You are proficient in Large Longswords, and your Tail, which deals 2d10 bludgeoning damage, has a range of 10 feet, and grapples any Medium or smaller creature that you hit with it (If you grapple a creature in this way, you cannot use this weapon until the grapple is ended)</p><p><strong>Demonic Defenses.</strong> You are immune to the poisoned condition, poison damage, and resistant to cold, fire, lightning; budgeoning, piercing, and slashing damage from nonmagical weapons.</p><p><strong>Magic Resistance.</strong> As Monster Manual.</p><p><strong>Parry.</strong> As Monster Manual.</p><p><strong>Reactive.</strong> As Monster Manual.</p><p><strong>Teleport.</strong> As Monster Manual.</p><p><strong>LEVEL ADJUSTMENT.</strong> You have a level adjustment of 9 levels and a joining level of 10th level, meaning that you must join the party at 10th level at earliest, with 1 class level, and are considered a 10th level character. Additionally, you have 6d10 racial hit dice.</p><p>[sblock="Points"]Speed 40 - <strong>X 1pt</strong></p><p>Large at 5th lvl first extra attack replaced by d10HD - <strong>I 6pt</strong></p><p>Natural armour 13+DEX - <strong>I 6pt</strong></p><p>Weapon Prof Martial Melee (longsword) <strong>- X 0.75pt</strong></p><p>Natural weapon (tail) inflicts 2d10 at 8th level + proficiency + grapple + reach 10 ft <strong>- I 9.5pt</strong></p><p>Condition immunity (poisoned) <strong>- I 0pt</strong></p><p>Damage immunity (poison) <strong>- ! 0.5pt</strong></p><p>Magic resistance at 4th level <strong>- I 9pt</strong></p><p>Parry at first level <strong>- I 2pt</strong></p><p>Reactive <strong>- ! 16pt</strong></p><p>Teleport at 3rd level <strong>- I 2pt</strong></p><p>HD1d10 (or 6hp)+Con x6 - <strong>I 33pt</strong></p><p>Damage Resistance vs 3 or more specific sources (cold, fire, lightning; budgeoning, piercing, and slashing from nonmagical weapons) (Effective HP 41.5 (2d20 can get)) <strong>I 22.5pt</strong></p><p>TOTAL: <strong>108.5 - LA 9, JL 10</strong></p><p><strong>Note:</strong> To ease up the high LA, you can remove Damage resistance and Magic resistance to lower it to LA 6, JL 8 (JL 8 because we want that tail at full power)</p><p>[/sblock]</p><p><strong>DRIDER **</strong></p><p>As Drow Elf Race (and subrace) plus:</p><p><strong>Ability Score Increase.</strong> Your Constitution score increases by 2.</p><p><strong>Size.</strong> You are a large centauroid.</p><p><strong>Spidery Armour.</strong> Your natural armour equals 16 + your Dexterity modifier.</p><p><strong>Bite.</strong> You can bite your foes, which is a melee weapon attack that deals 1d4 piercing damage and 1d8 poison damage. At 5th level, the poison damage increases to 2d8.</p><p><strong>Spiderclimb.</strong> You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check, and have a climb speed of 30 feet.</p><p><strong>Web Walker.</strong> You ignore movement restrictions caused by webbing.</p><p><strong>LEVEL ADJUSTMENT.</strong> You have a level adjustment of 3 levels and a joining level of 4th level, meaning that you must join the party at 4th level at earliest, with 1 class level, and are considered a 4th level character. Additionally, you have 2d10 racial hit dice.</p><p>[sblock="Points"]Elf Base <strong>(6pt)</strong></p><p>Drow Base <strong>(6pt)</strong></p><p>+2 Con <strong>(P 4pt)</strong></p><p>Climb speed 30 <strong>(I 2pt)</strong></p><p>Centauroid (large) <strong>(I Special 0pt)</strong></p><p>Natural Armour 16+DEX <strong>(I 12pt)</strong> </p><p>Drider Bite (Damaging power, calculations below) <strong>(1.75pt)</strong> 1d4 piercing, 1d8 poison, +1d8 poison at lvl 5</p><p>Spiderclimb <strong>(I 2pt)</strong></p><p>HD1d10 (or 6hp)+Con x2 <strong>(I 11pt)</strong></p><p>TOTAL: <strong>44.75 - LA 3, JL 4</strong></p><p><strong>Note:</strong> To lower the LA to 2, reduce the Elf Dexterity bonus to +1, the Drider Constitution bonus to +1, and the Natural Armour to 13+Dex, for a total of 34.75</p><p></p><p>Drider Bite Pricing:</p><p>11.5 damage - DPR 11.5 - Level 5 - 0.82pt</p><p>Area multiplier - 1</p><p>Range 5ft - Multiplier 1</p><p>Uses - at will - Multiplier 2</p><p>TOTAL <strong>1.64</strong> -ROUNDED <strong>1.75</strong></p><p><strong></strong>[/sblock]</p><p><strong>VAMPIRE (LITE) **</strong></p><p>This was made for Ginjiro on the WotC forums. He needed it for a character he intended to make, but he had the race at about 2.5pt, so I helped him by revamping it, and here is that version.</p><p><strong>Ability Score Increase.</strong> Your strength and dexterity scores both increase by 1.</p><p><strong>Age.</strong> Vampires are undying creatures, so they don’t age.</p><p><strong>Alignment.</strong> Vampires are almost always Lawful Evil, though very rarely, those of neutral or, even more rarely, good vampires exist.</p><p><strong>Size.</strong> Vampires are the same size as they were before they became Vampires (most are humans).</p><p><strong>Speed.</strong> Your base walking speed is 30 feet.</p><p><strong>Languages.</strong> You can read, write, and speak Common and other languages you knew in life.</p><p><strong>Spiderclimb.</strong> You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</p><p><strong>Darkvision.</strong> Thanks to your undead nature, you have superior vision in dark and 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 colour in darkness, only shades of grey.</p><p><strong>Undead Magic.</strong> You know the <em>Charm Person</em> spell, and can cast it once per log rest using Charisma as your spellcasting ability.</p><p><strong>Children of the Night.</strong> At 5th level. As the MM Vampire.</p><p><strong>Unending Vigour.</strong> When your health is below half your maximum HP (Rounded down) you can heal yourself for 1d4 + your Constitution modifier as a bonus action. The amount of dice this heals you for increases to 3d4 at 6th level, 5d4 at 11th level and 7d4 at 16th level. After using this ability, you must take a long rest to use it again.</p><p><strong>Shapechanger.</strong> As an action, you can change your form into that of a bat-like creature. While in this form, your walk speed is 5ft and you gain wings equivalent to featherfall, at 6th level you master your transformation giving you a flying speed of 30ft while in bat-form. Additionally, once you reach 5[SUP]th[/SUP] level, you can turn into a Cloud of Mist, making you amorphous.</p><p><strong>Vampire Bite.</strong> As an action, you can bite a creature within 5 feet of you, dealing 1d6 necrotic damage. The creature must make a Dexterity saving throw against your Dexterity saving throw to prevent this.</p><p>[sblock="Points"]+2 Ability Score - <strong>P 4pt</strong></p><p>Spiderclimb -<strong>I 2pt</strong></p><p><strong></strong>Sunlight Sensitivity - <strong>F -7.5pt</strong></p><p>Darkvision 60ft - <strong>X 0pt</strong></p><p>Non-combat spell of up to 3rd spell level when a wizard gets it (Charm Person) - <strong>F 0pt</strong></p><p>Children of the Night (Analysis below) - <strong>4pt</strong></p><p>Unending Vigour (made on WotC, pricing explained below) - <strong>2.5pt</strong></p><p>Shapechanger at 1st - <strong>I 2pt</strong></p><p><strong></strong>Wings equivalent to featherfall at 1st - <strong>I 2pt</strong></p><p><strong></strong>Fly speed at 6th level. add speed if over 30 (speed 30) - <strong>I 2pt</strong></p><p>Amorphous at 5th - <strong>I 0pt</strong></p><p>Vampire Bite (Damaging power, detailed below) - <strong>1pt</strong></p><p>TOTAL - <strong>12pt</strong></p><p><strong></strong>[sblock="Children of the Night"]For Children of the Night, it is very similar to Conjure Animal, so I will price the trait as if it were a spell, because it it a spell-like ability. Conjure Animals is a 3rd level spell, but you can summon up to 18 wolves, which are CR1/4. To summon 16 of them, the spell has to be 5th level (This is close enough, as there will be reductions) since there is a limitation on the Wolves (only outdoors) i would argue that most times (depends on the campaign) you will be underground/in a building (going through a dungeon in either case), so you can assume that the wolf option will not be available always (part of the reason I didnt account for the lat two wolves); therefore, a level reduction should be fine the fact that you aren't nessesserily going to get all 8 swarms, i would say another level reduction is in order, bringing it back to 3rd level. I would say that this spell is definitley combat orientated, so the earliest you can get Children of the Night, by my analysis is 5th level, for 4pt.[/sblock][sblock="Unending Vigour"]<strong>Note:</strong> This is an exert from the conversation had on WotC forums, of the last post of pricing the trait. It was made by me. The user I was discussing this with had asked why I was using Healing Word, and had made two potential progressions of healing (one using d6s and another (the one analysed) used d4s)</p><p>The reason I am pricing Healing Word is because it is very similar to the effect we are trying to achieve. I am not saying to give them the spell, I am saying to give them an effect that is very similar to the spell that uses the spell as its base.</p><p></p><p>I am unsure about 1d6, might think about that one later, but here is the d4 analysis (still using healing word)</p><p>1d4 at 1st is still 4pt, that doesn't change</p><p>3d4 at 6th is 3rd level spell one level later - 3.75pt (this is a guess, average of when wizards get it and 2 levels after wizard gets it)</p><p>5d4 at 11th level is 5th level spell 2 levels later - 3.5pt</p><p>7d4 at 16th level is 7th level spell 3 levels later - 2.5pt</p><p>Your d4 progression is 2.5 points because progressive traits only pay for final price (that is Xd4+Con). Assuming you just decided on numbers that felt right, that what good luck, no need to tinker with that idea if you use it.[/sblock]Vampire Bite pricing</p><p>3.5 damage - DPR 3.5 - Level 1 - 0.5pt</p><p>Area multiplier - 1</p><p>Range 5ft - Multiplier 1</p><p>Uses - At will - Multiplier 2</p><p>TOTAL <strong>1</strong> -ROUNDED <strong>1</strong></p><p><strong></strong>[/sblock]</p></blockquote><p></p>
[QUOTE="Duan'duliir, post: 6736265, member: 6802320"] Good to see such a thread up. Here is my Fey'ri as an Elf subrace for 5e. It uses level adjustment and is not meant for use with the Variant Half-Elf made by Coronoides, as it gives a bonus to Charisma also. (Also, shouldn't the variant be a ****1/2 or lower rating, not a ***** rating?) [B]FEY'RI (ELF SUBRACE) **[/B] Elf Base [B](6pt)[/B] [B]Languages.[/B] Add Abyssal to languages known [B](X 0pt)[/B] [B]Ability score Increase.[/B] +2 Cha [B](P 4pt)[/B] (In the original, their favoured class was sorcerer, so I made their ASI reflect this) [B]Wings.[/B] Featherfall @ will [B](I 2pt)[/B]. At 6th, fly speed [B](I 2pt)[/B] of 40 feet [B](X 1pt)[/B] [B]Alter Self.[/B] You can cast Alter Self at will starting at 5th level. The duration for the spell is indefinite. (I feel that the indefinite duration is a fair reason for a increase in level, so this is a 3rd level combat spell (you may create natural weapons) at 5th level [I](X 4pt)[/I] with a uses multiplier of at will [I](x2)[/I]) [B](X 8pt)[/B] [B]Demonic Abilities.[/B] Pick four of the following: (highest cost 3.5, four options (x4)) [B](14pt)[/B] - Cast charm person once per long rest (1st level non combat at level wizard gets (1st) - F 0pt) - Cast clairvoyance once per long rest (3rd level non combat at 2 levels before wizard gets (3rd) - X 2pt) - Cast darkness once per long rest (2nd level combat at gets 5th - X 3.5pt) - Cast detect thoughts once per long rest (2nd level non combat at level wizard gets (3rd) - F 0pt) - Resistance to fire damage (damage resistance vs one type - X 0pt) - Cast suggestion once per long rest (2nd level non combat at level wizard gets (3rd) - F 0pt) - Advantage on saves against lightning damage (advantage on saves vs specific source or damage type - F 0pt) - Advantage on saves against poison damage (advantage on saves vs specific source or damage type - F 0pt) [B]Hit Dice.[/B] You have 2d8 racial hit dice (2x (I 4.5pt)) [B](I 9pt)[/B] TOTAL = [B]44pt - LA 3, JL 5[/B] That is for the weaker of the two. The stronger has the following two options available, but can only pick one of those, leaving it with three of the ones above. Its Demonic Abilities and Hit Dice are modified to accommodate. The following replaces the Demonic Abilities and Hit Dice from above. [B]Demonic Abilities.[/B] Pick three of the following: (highest cost 3.5, three options (x3)) [B](10.5pt)[/B] - Cast charm person once per long rest (1st level non combat at level wizard gets (1st) - F 0pt) - Cast clairvoyance once per long rest (3rd level non combat at 2 levels before wizard gets (3rd) - X 2pt) - Cast darkness once per long rest (2nd level combat at gets 5th - X 3.5pt) - Cast detect thoughts once per long rest (2nd level non combat at level wizard gets (3rd) - F 0pt) - Resistance to fire damage (damage resistance vs one type - X 0pt) - Cast suggestion once per long rest (2nd level non combat at level wizard gets (3rd) - F 0pt) - Advantage on saves against lightning damage (advantage on saves vs specific source or damage type - F 0pt) - Advantage on saves against poison damage (advantage on saves vs specific source or damage type - F 0pt) [B]Greater Demonic Abilities.[/B] Pick one of the following: (highest cost 22.5) [B](22.5pt)[/B] - Cast dimension door at will (4th level non combat at 2 levels before wizard gets (5th) - I 0pt at will = x2 =0pt) - Resistance to bludgeoning, piercing, and slashing damage (damage resistance vs 3 types special - 22.5 (see points evaluation below)) [B]Hit Dice.[/B] You have 5d8 racial hit dice (5x (I 4.5pt)) [B](I 22.5pt)[/B] TOTAL = [B]76.5pt - LA 6, JL 7[/B] [sblock="Resistance Calculations"]LA1, total levels 1 extra HP this level=5x2-5=5 LA2, total levels 2 extra HP this level=5x2-5=5 LA3, total levels 3 extra HP this level=5x2-5=5 LA4, total levels 4 extra HP this level=5x2-5=5 LA5, total levels 5 extra HP this level=0 no HD LA6, total levels 6 extra HP this level=0 no HD Class level 1 total levels 7 extra HP this level=8x1.5-8=4 Class level 2 total levels 8 extra HP this level=5x1.5-5=2.5 Class level 3 total levels 9 extra HP this level=5x1.5-5=2.5 Class level 4 total levels 10 extra HP this level=5x1.5-5=2.5 Class level 5 total levels 11 extra HP this level=5x1.25-5=1.25 Class level 6 total levels 12 extra HP this level=5x1.25-5=1.25 Class level 7 total levels 13 extra HP this level=5x1.25-5=1.25 Class level 8 total levels 14 extra HP this level=5x1.25-5=1.25 Class level 9 total levels 15 extra HP this level=5x1.25-5=1.25 Class level 10 total levels 16 extra HP this level=5x1.25-5=1.25 Class level 11 total levels 17 extra HP this level=5x1-5=0 Class level 12 total levels 18 extra HP this level=5x1-5=0 Class level 13 total levels 19 extra HP this level=5x1-5=0 Class level 14 total levels 20 extra HP this level=5x1-5=0 TOTAL = 5+5+5+5+0+0+5+2.5+2.5+2.5+1.25+1.25+1.25+1.25+1.25+1.25+0+0+0+0 = 40 2d20 can get this, so 11.25*2 = 22.5 [/sblock]EDIT: Here's some more stuff I posted on the WotC community forums: Here's some feats I made. The first three are based on the 3.X Dragonborn of Bahamut race, while the fourth is based on a template from an older version of D&D (3.X?), specifically the arachnoid template from City of the Spider Queen. [B]DRAGONBORN OF BAHAMUT (HEART) **** 1/2[/B] [I]Prerequisite: Lawful Good, Not Dragonborn[/I] You have undergone a magical ritual to allow you a close bond with metallic dragons as long as you serve Bahamut. You gain a Breath Weapon. You can use your action to exhale destructive energy. The exhalation has the following statistics: 5 by 30 foot line or 15 foot cone of fire, lightning, acid or cold (choose any one combination when you select this feat). When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity or Constitution saving throw (Dexterity if you chose line, Constitution if you chose cone). The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest. Once you take this feat, you cannot take either of the other Dragonborn of Bahamut feats. [sblock="Points"]Dragonborn breath weapon - [B]P 6pt [/B]TOTAL = [B]6pt[/B] [/sblock] [B]DRAGONBORN OF BAHAMUT (MIND) **[/B] [I]Prerequisite: Lawful Good, Not Dragonborn[/I] You have undergone a magical ritual to allow you a close bond with metallic dragons as long as you serve Bahamut. You gain a +1 to your Wisdom score, immunity to paralysis, advantage vs being charmed, magic cannot put you to sleep, 60 feet of Darkvision, and advantage on perception and investigation checks for secret doors. You also gain Blindsight after you reach 3rd level. Once you take this feat, you cannot take either of the other Dragonborn of Bahamut feats. [sblock="Points"]+1 Wisdom - [B]P 2pt[/B] Condition Immunity (Paralysis) - [B]I 0pt[/B] What amounts to Fey Ancestory - [B]X 0pt[/B] Darkvision 60ft - [B]X 0pt[/B] Adv perception & investigation secret doors - [B]F 2pt[/B] Blindsight at 3rd - [B]I 2pt[/B] TOTAL = [B]6pt [/B][/sblock] [B]DRAGONBORN OF BAHAMUT (WINGS) **[/B] [I]Prerequisite: Lawful Good, Not Dragonborn[/I] You have undergone a magical ritual to allow you a close bond with metallic dragons as long as you serve Bahamut. You have a pair of wings, and can use them as if you had feather-fall at will. Once you have progressed past 6th level, you can use them to fly at a speed of 30 feet. If you are flying and dive 30 feet straight towards a target and hit it with a melee weapon attack, the attack does extra damage to the target equal to the standard damage of the weapon (if the weapon deals 1d4 damage, the dive attack causes you to deal 2d4 + the modifier you use with that weapon. If you score a critical hit, the damage from the dive attack is not doubled. In other words, scoring a critical hit with a Greatsword while diving deals 6d6 damage, not 8d6, as the dive damage is calculated after the critical damage, not before). Once you take this feat, you cannot take either of the other Dragonborn of Bahamut feats. [sblock="Points"]Wings equivalent to featherfall at 1st - [B]I 2pt[/B] Fly speed 30 at 6th level - [B]I 2pt [/B]Dive at 6th (with flight) - [B]I 1.16pt (The most extra damage this can do is 2d6 from a Greatsword or Maul, and that is 3.5pt. Dive is the price of the extra damage divided by 1/3) [/B]TOTAL = [B]5.16pt [/B][B]Note:[/B] I removed a feature that previously existed on this race, because it didn't make sense, and, having reviewed the 3.5 race, added a Dive feature. While this doesn't bring the points to 6, it is now able to be taken at 1st level if you start as a Variant Human. [/sblock] [B]SPIDER QUEEN’S IMAGE **[/B] [I]Prerequisite: Neutral Evil (DM’s discretion, can be ignored)[/I] In their foul veneration of the Spider Queen, the drow have mastered creating many new creatures that manifest spiderlike features, called arachnoid creatures. Occasionally an intelligent humanoid is chosen for this roll. Sprouting thick black hair growing in rough clumps, large multifaceted eyes, and mandibles dripping with poison, such creatures are horrible abominations that range from loyal servants of the drow to deadly renegades on the outskirts of drow civilisation, and humanoid arachnoids are often mistaken for were-spiders in hybrid form. As such a creature you gain the following benefits: You gain +1 to your Dexterity score, but take a -1 penalty to your Intelligence score. You gain a climb speed of 20 feet, your natural armour becomes 11 + your Dexterity score (if it isn’t higher), you become immune to being charmed, and you get a bite weapon with which you are proficient, which deals 1d6 piercing damage. If you successfully bite a creature, you can force them to make a Constitution saving throw. If they fail, they take 1d4 poison damage. If you force a creature to make this saving throw, then you cannot force them to make this saving throw again until it is recharged (recharge 5-6). [sblock="Points"]+1 Ability Score - [B]P 2pt[/B] -1 Ability Score - [B]P -2pt[/B] Climb speed 20ft - [B]I 2pt[/B] Natural armour 11+Dex - [B]I 2pt[/B] Condition Immunity (Charm) - [B]I 0pt[/B] Natural weapon (Bite) 1d6 - [B]F 1.5pt[/B] Weapon prof (bite) - [B]X 0.25pt[/B] Bite Poison (Damaging power, detailed below) - [B]0.25pt[/B] TOTAL - [B]6pt[/B] [B]Note:[/B] While Coronoides' system says no negative points in feats, I felt that the decrease to Intelligence was appropriate, and also allowed this feat to fully achieve its full potential Bite Poison pricing 2.5 damage (I assumed it got used twice in three rounds, seems fair for recharge 5-6) - DPR 1.67 - Level (Earliest is) 1 - 0.29pt Area multiplier - 1 Range 5ft - Multiplier 1 Uses - Recharge 5-6 - Multiplier 1.25 TOTAL [B]0.3625[/B] -ROUNDED [B]0.25 [/B][/sblock] [B]MARILITH *[/B] (I definitely wouldn't pay this. This was done for someone else) [B]Size.[/B] You are large creature, and replace your first extra attack with a d10HD, which you gain in addition to the HD you would normally gain at that level. [B]Speed.[/B] Your speed is 40 feet. [B]Demonic Armour.[/B] When you are not wearing armour, your AC equals 13 + your Dexterity modifier. [B]Marilith Weaponry.[/B] You are proficient in Large Longswords, and your Tail, which deals 2d10 bludgeoning damage, has a range of 10 feet, and grapples any Medium or smaller creature that you hit with it (If you grapple a creature in this way, you cannot use this weapon until the grapple is ended) [B]Demonic Defenses.[/B] You are immune to the poisoned condition, poison damage, and resistant to cold, fire, lightning; budgeoning, piercing, and slashing damage from nonmagical weapons. [B]Magic Resistance.[/B] As Monster Manual. [B]Parry.[/B] As Monster Manual. [B]Reactive.[/B] As Monster Manual. [B]Teleport.[/B] As Monster Manual. [B]LEVEL ADJUSTMENT.[/B] You have a level adjustment of 9 levels and a joining level of 10th level, meaning that you must join the party at 10th level at earliest, with 1 class level, and are considered a 10th level character. Additionally, you have 6d10 racial hit dice. [sblock="Points"]Speed 40 - [B]X 1pt[/B] Large at 5th lvl first extra attack replaced by d10HD - [B]I 6pt[/B] Natural armour 13+DEX - [B]I 6pt[/B] Weapon Prof Martial Melee (longsword) [B]- X 0.75pt[/B] Natural weapon (tail) inflicts 2d10 at 8th level + proficiency + grapple + reach 10 ft [B]- I 9.5pt[/B] Condition immunity (poisoned) [B]- I 0pt[/B] Damage immunity (poison) [B]- ! 0.5pt[/B] Magic resistance at 4th level [B]- I 9pt[/B] Parry at first level [B]- I 2pt[/B] Reactive [B]- ! 16pt[/B] Teleport at 3rd level [B]- I 2pt[/B] HD1d10 (or 6hp)+Con x6 - [B]I 33pt[/B] Damage Resistance vs 3 or more specific sources (cold, fire, lightning; budgeoning, piercing, and slashing from nonmagical weapons) (Effective HP 41.5 (2d20 can get)) [B]I 22.5pt[/B] TOTAL: [B]108.5 - LA 9, JL 10[/B] [B]Note:[/B] To ease up the high LA, you can remove Damage resistance and Magic resistance to lower it to LA 6, JL 8 (JL 8 because we want that tail at full power) [/sblock] [B]DRIDER **[/B] As Drow Elf Race (and subrace) plus: [B]Ability Score Increase.[/B] Your Constitution score increases by 2. [B]Size.[/B] You are a large centauroid. [B]Spidery Armour.[/B] Your natural armour equals 16 + your Dexterity modifier. [B]Bite.[/B] You can bite your foes, which is a melee weapon attack that deals 1d4 piercing damage and 1d8 poison damage. At 5th level, the poison damage increases to 2d8. [B]Spiderclimb.[/B] You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check, and have a climb speed of 30 feet. [B]Web Walker.[/B] You ignore movement restrictions caused by webbing. [B]LEVEL ADJUSTMENT.[/B] You have a level adjustment of 3 levels and a joining level of 4th level, meaning that you must join the party at 4th level at earliest, with 1 class level, and are considered a 4th level character. Additionally, you have 2d10 racial hit dice. [sblock="Points"]Elf Base [B](6pt)[/B] Drow Base [B](6pt)[/B] +2 Con [B](P 4pt)[/B] Climb speed 30 [B](I 2pt)[/B] Centauroid (large) [B](I Special 0pt)[/B] Natural Armour 16+DEX [B](I 12pt)[/B] Drider Bite (Damaging power, calculations below) [B](1.75pt)[/B] 1d4 piercing, 1d8 poison, +1d8 poison at lvl 5 Spiderclimb [B](I 2pt)[/B] HD1d10 (or 6hp)+Con x2 [B](I 11pt)[/B] TOTAL: [B]44.75 - LA 3, JL 4[/B] [B]Note:[/B] To lower the LA to 2, reduce the Elf Dexterity bonus to +1, the Drider Constitution bonus to +1, and the Natural Armour to 13+Dex, for a total of 34.75 Drider Bite Pricing: 11.5 damage - DPR 11.5 - Level 5 - 0.82pt Area multiplier - 1 Range 5ft - Multiplier 1 Uses - at will - Multiplier 2 TOTAL [B]1.64[/B] -ROUNDED [B]1.75 [/B][/sblock] [B]VAMPIRE (LITE) **[/B] This was made for Ginjiro on the WotC forums. He needed it for a character he intended to make, but he had the race at about 2.5pt, so I helped him by revamping it, and here is that version. [B]Ability Score Increase.[/B] Your strength and dexterity scores both increase by 1. [B]Age.[/B] Vampires are undying creatures, so they don’t age. [B]Alignment.[/B] Vampires are almost always Lawful Evil, though very rarely, those of neutral or, even more rarely, good vampires exist. [B]Size.[/B] Vampires are the same size as they were before they became Vampires (most are humans). [B]Speed.[/B] Your base walking speed is 30 feet. [B]Languages.[/B] You can read, write, and speak Common and other languages you knew in life. [B]Spiderclimb.[/B] You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. [B]Darkvision.[/B] Thanks to your undead nature, you have superior vision in dark and 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 colour in darkness, only shades of grey. [B]Undead Magic.[/B] You know the [I]Charm Person[/I] spell, and can cast it once per log rest using Charisma as your spellcasting ability. [B]Children of the Night.[/B] At 5th level. As the MM Vampire. [B]Unending Vigour.[/B] When your health is below half your maximum HP (Rounded down) you can heal yourself for 1d4 + your Constitution modifier as a bonus action. The amount of dice this heals you for increases to 3d4 at 6th level, 5d4 at 11th level and 7d4 at 16th level. After using this ability, you must take a long rest to use it again. [B]Shapechanger.[/B] As an action, you can change your form into that of a bat-like creature. While in this form, your walk speed is 5ft and you gain wings equivalent to featherfall, at 6th level you master your transformation giving you a flying speed of 30ft while in bat-form. Additionally, once you reach 5[SUP]th[/SUP] level, you can turn into a Cloud of Mist, making you amorphous. [B]Vampire Bite.[/B] As an action, you can bite a creature within 5 feet of you, dealing 1d6 necrotic damage. The creature must make a Dexterity saving throw against your Dexterity saving throw to prevent this. [sblock="Points"]+2 Ability Score - [B]P 4pt[/B] Spiderclimb -[B]I 2pt [/B]Sunlight Sensitivity - [B]F -7.5pt[/B] Darkvision 60ft - [B]X 0pt[/B] Non-combat spell of up to 3rd spell level when a wizard gets it (Charm Person) - [B]F 0pt[/B] Children of the Night (Analysis below) - [B]4pt[/B] Unending Vigour (made on WotC, pricing explained below) - [B]2.5pt[/B] Shapechanger at 1st - [B]I 2pt [/B]Wings equivalent to featherfall at 1st - [B]I 2pt [/B]Fly speed at 6th level. add speed if over 30 (speed 30) - [B]I 2pt[/B] Amorphous at 5th - [B]I 0pt[/B] Vampire Bite (Damaging power, detailed below) - [B]1pt[/B] TOTAL - [B]12pt [/B][sblock="Children of the Night"]For Children of the Night, it is very similar to Conjure Animal, so I will price the trait as if it were a spell, because it it a spell-like ability. Conjure Animals is a 3rd level spell, but you can summon up to 18 wolves, which are CR1/4. To summon 16 of them, the spell has to be 5th level (This is close enough, as there will be reductions) since there is a limitation on the Wolves (only outdoors) i would argue that most times (depends on the campaign) you will be underground/in a building (going through a dungeon in either case), so you can assume that the wolf option will not be available always (part of the reason I didnt account for the lat two wolves); therefore, a level reduction should be fine the fact that you aren't nessesserily going to get all 8 swarms, i would say another level reduction is in order, bringing it back to 3rd level. I would say that this spell is definitley combat orientated, so the earliest you can get Children of the Night, by my analysis is 5th level, for 4pt.[/sblock][sblock="Unending Vigour"][B]Note:[/B] This is an exert from the conversation had on WotC forums, of the last post of pricing the trait. It was made by me. The user I was discussing this with had asked why I was using Healing Word, and had made two potential progressions of healing (one using d6s and another (the one analysed) used d4s) The reason I am pricing Healing Word is because it is very similar to the effect we are trying to achieve. I am not saying to give them the spell, I am saying to give them an effect that is very similar to the spell that uses the spell as its base. I am unsure about 1d6, might think about that one later, but here is the d4 analysis (still using healing word) 1d4 at 1st is still 4pt, that doesn't change 3d4 at 6th is 3rd level spell one level later - 3.75pt (this is a guess, average of when wizards get it and 2 levels after wizard gets it) 5d4 at 11th level is 5th level spell 2 levels later - 3.5pt 7d4 at 16th level is 7th level spell 3 levels later - 2.5pt Your d4 progression is 2.5 points because progressive traits only pay for final price (that is Xd4+Con). Assuming you just decided on numbers that felt right, that what good luck, no need to tinker with that idea if you use it.[/sblock]Vampire Bite pricing 3.5 damage - DPR 3.5 - Level 1 - 0.5pt Area multiplier - 1 Range 5ft - Multiplier 1 Uses - At will - Multiplier 2 TOTAL [B]1[/B] -ROUNDED [B]1 [/B][/sblock] [/QUOTE]
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