D&D 5E I would like to play a Homebrew Race. Could I have your thoughts please?

As far as your concerns with the necromancer, I highly suggest the 3e supplement Hollowfaust from swords&sorcery. Now I think published by onyx path. Long story short it details a city of necromancers that are way more neutral than evil and are more or less in charge of a large city. It's a great read and one of my favorite supplements ever.
 

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That Spider sounds fun :) Not sure how putting armor on it works if it chnges shape but I like it :) Also :) are there any rules against it changing into an even smaller spider so that it get's ignored? :)
 


(Whardell)- Is it normal to go back and fourth through differen't D&D books/brands :)

"Normal" is very much a matter of taste I suppose. Hollowfaust in particular (but really the whole world it was a part of the Scarred lands) is a personal favorite of mine.

Mostly I stick to whatever edition I'm playing but I keep a few things from prior editions that I really enjoyed. I know others that don't get rid of any of the books.

I will say that even if you cannot use any of the crunchy rules options most books for any game have something neat you can borrow for whatever game you're playing now.
 


Tieflings are in the core PHB with some variant options in SCAG. The hooves would be fluff. They can have as many or as few infernal features as you like. They are humans who somewhere in their bloodline got tainted with infernal or demonic traits, whether through breeding, a pact, or just exposure to the evil energies of those planes.

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Then there is the issue of being a Necromancer in the first place. I think.
Necromancers are . . . kind of evil. or they're meant to be evil anyways . . . I'm curious as to how I could make a Necromancer "helpful" or head towards being "good" whilst using Evil as a tool.

Necromancers aren't inherently evil. If they were, the rules for them would be in the DMG. They are in the PH as an option between 'Illusionist' and 'Transumation' specialities. I've never played one but have been in at least two parties that featured a necromancer. I mean Warlock is a playable class too, so 'dodgey moral ground' is not a place you'd be alone on.

Would there be any way for me to control a player's character who has bleed to death? Most of what I read seems more like summoning a nasty thing and then telling what to do at a slightly later level.

This is less of a good idea. That's to do with play agency. Once you say to someone 'YOU can't play the character you love, but I CAN! it's gonna make people p***ed.

How exactly would a Necromancer differ if I could either be a Wizard or a Sorcerer? (is there even a difference between the two? are they even different classes?)

I am going to ask a question here and it might seem like I'm being elitist or whatever but I'm trying to find out what you have available so I can help you better. Do you own a copy of the Player's Handbook? If not, it might be worth getting one or borrowing one. Things like 'is there a difference between the two classes' will be answered better than we can on a forum. Having said that - But Basically - Wizard would give you more spell choices and but less ability to choose what to cast on the fly but with an added option to specialise as a necromancer while sorcerer is less options but the ability to decide in the moment what spells to use.

How would fighting something like a Black Dragon work out?

Really, it wouldn't be any different to any other character fighting a black dragon. Being a Necromancer has no real bearing on this as far as I can see. If the dragon wants to kill you, it doesn't care what magic you practise. All I can offer is that it's likely to cover you in acid.


Here's a question out of the blue :) Could you tell me anything about Tieflings? :) I learned that they can have Goat Whooves and I "like that " :3

Kahless kind of covered this but it's worth noting that the 'demon energies' thing can just be that you had an infernal ancestor or something. If you wanted to play a 'Good guy' tiefling who just happens to have demon ancestors then it's totally normal thing to do.

I think that is what I should be asking . . . yes. How should I try selling this character to other people? . . .

I think it depends on the group. What kind of group are you playing in (group of friends who are all serious character actors, Pub gaming group that are in it for looting and pillaging, internet chatroom with wacky comedy DM, adventurer's league play at a store with very By-The-Book DM?) that sort of detail can sometimes help construct the argument here.
 

I think I should do "ok" within the morally gray stuff as Cantrap spells are a thing :) I think my weirdest ambition after becoming a Necromancer though would be to get access to Cleric Magic :) I want to find ways of continuing my character through stories by means of preventing aging or that thing people do by transfering to Clones :) So a Teifling Necromancy Cleric . . . that's going to be a challenge :)

Is there any way a Necromancer can "let the dead rest" so I could bring an allie back, make it fight and then take him/her to a cleric later for revival? Of course, I would be held responsable if said player's corpse was destroid beyond repair :)

I think I know the key differences between Wizards, Sorcerers and Warlocks, but can you play as a Necromancer Warlock or a Necromancer Sorcerer? :)

A better question about Necromancers fighting Dragons :) Can you "fear" a dragon? :)

As for what I have in mind for Tieflings, I want to convert my previous little "Muffin" into a Tiefling :) The Idea would be that one of her Grandfarthers made a pact with a Demon within the Astral Plane to make the next daughter in the family "beautiful and gifted" :) However, there is no "right" answer to that and uses the various obsessions floating around in the Old Man's head as references :) As a result, "Muffin" would be born with some very peculiar and exotic traits such as having 5 eyes (2 of which would be humanoid and the other 3 would grant her night vision or whatever you call it), hooves and horns (cause the dude liked goats), a bizarely defined body which unerves people but is oddly attractive and basically :) NPCs would gradually become intrigued by her appearance in the same way people find appeal in the fur patterns of Lions :)

As for my group, I would say they are "by the book" :) I would say that I can "currently" trying to find something that works "by their books probably" and my precious little Muffin may be way into getting involved :) Especially if I can summon things that go berserk and then they could kill them for bonus leveling :) I'm just trying to figure out what is "helpful" about Necromancers because I don't want to just "life steal everything in sight" but I also don't to "tap everything on the shoulder and hope it dies" :)
 

I have one serious problem with the spiderfolk race as written: It has no cultural information. Everything is shrouded in mystery, giving a potential player nothing to build a character around.
 

Well, you could edit it. It is an option.

The other thing is why not allow the player to lie or decieve people about their culture should they decide to quest to the island at some point? :)
 

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