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Malebolge Setting: Crunchbuilding Post-Apocalyptica

QuietBrowser

First Post
If you've been around a little while, you may have noticed I have a thread up called "5e Homebrew Setting: Malebolge, Post-Apocalyptic Fantasy" which is... well, the title kind of says it all, doesn't it? It's a homebrew campaign setting that I'm putting together out of sheer love for the concept. Now, I've n ever done anything like it before, but the people who've taken an interest in it have helped me organize my scrambled thoughts and things are starting to come along nicely. At least... on the fluff front.

Thing is, as part of the project, I have a ton of homebrew crunch material that I'm going to need to work on and work out. Races and subclasses, mostly. And, well, how's that old adage go about one man may write, but he cannot balance?

I'm fairly confident in my homebrewing skills, at least for starting things up, but in terms of making sure the resultant thing is balanced... that's not so much my strong suite. Moreover, I sometimes run into the issue that I'm just not sure of what to do for a race or a subclass, and being able to just swap ideas with folks is sometimes such a huge help.

So, this thread's purpose is to create a single, more easily followed location and reference for all homebrew crunch relating to the Malebolge setting, in hopes that will encourage those interesting in this kind of content to share their thoughts and just make it easier for me to include all of the various races, subclasses and eventually feats, items and backgrounds, if I can get any help in coming up with ideas for those.

Any and all interest welcomed, accepted and eagerly sought after.
 

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I'll make this post into an index, using links to provide direct access to the various crunch posts I actually make in this thread.

But, to avoid overwhelming folks at first... I was thinking I'd start by asking opinions on what folks are actually interested in looking over at the moment? This'll let me measure out posts a little more slowly rather than just burying you all in a flood of crunch.

Written Races:
  • Aranea
  • Caliban
  • Ratfolk ("Rodushi")
  • Gnoll
  • Half-Gnoll
  • Kobold
  • Forgeborn Dwarf
  • Fangwyrm
  • Shadar-Kai
  • Warforged
  • Slyvhar
  • Half-Dwarf (Mul)

Unwritten Races:
  • Half-Gnome
  • Drow, Malebolge

Written Subclasses:
  • Sorcerous Origin: Kobold Bloodline
  • Sorcerous Origin: Coldheart
  • Sorcerous Origin: Greenblood
  • Sorcerous Origin: Voidsoul
  • Sorcerous Origin: Cosmic Soul
  • Sorcerous Origin: Arcanist
  • Wizard Tradition: Elementalist, Air
  • Wizard Tradition: Elementalist, Earth
  • Wizard Tradition: Elementalist, Fire
  • Wizard Tradition: Elementalist, Metal
  • Wizard Tradition: Elementalist, Water
  • Wizard Tradition: Elementalist, Wood
  • Warlock Patron: The Dark Mother

Unwritten Subclasses:
  • Sorcerous Origin: Earthbones
  • Sorcerous Origin: Warmage
  • Warlock Patron: The Lifebringer
  • Warlock Patron: The Doomspeaker
  • Warlock Patron: The Ashmaker
  • Warlock Patron: The Frostbringer
 

Okay, I wanted to wait for feedback before I started, but since my threads tend to get skipped over a lot, I felt I should go ahead and post something for folks to chew over.

Incidentally, yes, I do want to tackle spells, magic items, new weapons, backgrounds, diseases, monsters, feats and the like at some point, but currently my focus is on races and subclasses because, well, those are not only the easiest areas to homebrew in, they're also the ones I most clearly have ideas for.

To start things off, let's talk about the Caliban. Introduced in Swords & Sorcery's update of the Ravenloft setting for D&D 3rd edition, Calibans are magic-spawned, curse-created mutants, individuals tainted in all manner of horrific ways to represent the sins of their ancestry or the ill-fortune of being born or conceived in places that were spiritually polluted. This was a Gothic Fantasy reskinning of the Half-Orc, but mechanically, they weren't very interesting - they were, literally, the 3e Half-Orc with different fluff. So, a fan took it upon himself to rectify this, creating an article for issue #8 of the "Quoth The Raven" net-zine in which a mechanically new form of Caliban was introduced, along with five specific subraces.

Now, the Caliban works wonders for a fantasy style post-apocalyptic world, as it melds excellently with the concept of mutant freaks that goes hand in hand with such settings. Unfortunately, the current "Unofficial Ravenloft 5e Update" over on the Fraternity of the Shadows, for whatever reason, decided to make it's Calibans be divisible into subraces based on territory of origin, rather than using the perfectly good Banshee/Beast/Brute/Cannibal/Witchspawn split they already had. So, that leaves me trying to make them work on their own, and for that, I'm going to need your help.

If necessary, I can and will post all fluff and crunch details relating to the race as it appeared in 3.5, but as Quoth The Raven #8 is still online and can be downloaded for free at the Fraternity of Shadows website, I'd rather not risk copyright entanglement without pointing you all to go there first.


Caliban Racial Core:
Size:Medium
Speed:30 feet
Darkvision60 feet
Freakish Horror:A Caliban automatically has Proficiency in Charisma (Intimidation) checks.
Unnatural Blood:A Caliban belongs to one of the five subraces; Banshee, Bestial, Brute, Cannibal or Witchspawn. Acquire the additional abilities determined by one subrace.


Banshee Subrace:
Ability Score Modifiers:+2 Charisma, +1 Intelligence
Cold Blooded:Existing with the chill in the grave racing through their blood, Banshees are hardly touched by mundane cold. A Banshee Caliban has Resistance to Cold.
Deathly Pallor:You have disadvantage on saving throws to resist diseases and poisons.
Ghostly Keening:As an action, you can cause each creature in a 10-foot radius sphere originating from you to make a Wisdom saving throw. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. A creature takes 1d6 psychic damage and 1d6 thunder damage on a failed save and are frightened by you until the end of your next turn. On a successful save, a creature takes half as much damage and is not frightened. The psychic and thunder damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level. Once you use this feature, you can't use it again until you finish a long rest.


Bestial Subrace:
Ability Score Modifiers:+2 Strength, +1 Wisdom
Feral Instincts: A Beast suffers Disadvantage on Intelligence checks.
Hide of the Beast: A Beast Caliban’s unarmored AC is 11 + Dexterity modifier.
Natural Weapons: A Beast always has some uniquely useful offensive mutation. At character creation, choose one option for modifying your Unarmed Strike damage: inflict Slashing damage, inflict Piercing damage, or boost Bludgeoning damage to a base of 1d4 points. This choice cannot be changed later.
Run With The Pack: A Beast invariably has some mutation that increases its mobility in some way. Choose one of the options below to determine your specific bonus: you cannot alter this selection afterwards.
Loping Fiend: Your base walking speed increases to 35 feet.
Treetop Scrambler:You gain a Climb speed of 20 feet and have Advantage on Strength (Athletics) and Dexterity (Acrobatics) checks. Your base walking speed decreases to 25 feet.
Horror from the Deep:You gain a Swim speed of 30 feet and the Amphibious trait, allowing you to breathe both water and air. Your base walking speed decreases to 20 feet.
Winged Abomination:You gain a Fly speed of 20 feet and suffer Vulnerability to Bludgeoning damage.


Brute Subrace:
Ability Score Modifiers:+2 Strength, +1 Constitution
Powerful Build:A Brute counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.
Juggernaut:A Brute counts its Strength as +2 higher for dealing damage with Unarmed Strikes, and can add its Proficiency bonus to Strength checks made to break objects.
Savage Grapple:When a Brute successfully grapples an opponent, it can deal damage as though it had made an unarmed strike. Additionally, if it begins its turn grappling an opponent, it has advantage on rolls to attack its grappled opponent with an unarmed strike.
Hot-Blooded:A Brute suffers Disadvantage on saves to avoid having its emotions manipulated.


Cannibal Subrace:
Ability Score Modifiers:+2 Dexterity, +1 Constitution
Eater of Vile Things:Cannibals possess Resistance (Poison) and are immune to non-magical diseases. A Cannibal can still become infected with a disease for purposes of carrying it and spreading it to other creatures.
It Will Not Die:A Cannibal passes Death Saving Throws on a 5 or higher, instead of a 10 or higher. It also has Advantage on saving throws made to avoid being rendered Unconscious.
Graveworm:Cannibals possess a Climb speed of 20 feet, can Squeeze through spaces sized for a creature two size categories smaller than they are, suffer no penalties for squeezing through a space sized for a creature one size category smaller than they are, and may crawl at their normal speed.


Witchspawn Subrace:
Ability Score Modifiers:+2 Intelligence, +1 Charisma
Hexcrafter: A Witchspawn knows three spells of its choice taken from the Warlock spell list. A cantrip at first level, a 1st level spell at third level, and a 2nd level spell at fifth level. A Witchspawn's racial spells use Intelligence as a casting trait and cast at their default level. A witchspawn's racial cantrip may be used at will. Its racial 1st and 2nd level spells may each be cast once per long rest.
Blood Magic: A Witchspawn may sacrifice hit dice when casting a spell through its Hexcrafter trait to increase its effectiveness as if the witchspawn had increased the spell's slot. Each hit dice sacrificed increases the effective spell slot of the Hexcrafter spell by 1 level.
Spell-Seared Flesh: A Witchspawn is treated as being one size smaller for determining its carrying, pushing and pulling capacity. It also suffers Disadvantage on Constitution checks.
 

To offer an alternative to the Caliban, let's look at a subclass now. Sorcerers are very important to the Malebolge setting's history, and whilst the Wild Mage is a decent origin for what it's worth, it's never really been a good fit for the idea of the Sorcerer as simply a natural prodigy of magic. The Arcanist, which probably warrants a better name, was my attempt to make a Sorcerous Origin that truly embraced the "magic is in my blood" angle without diluting it via "it's raw magic and so I can barely control it".

Sorcerous Origin: Arcanist
Magic is in the blood for all sorcerers, but arcanists take that to a new height entirely. Although sometimes confused for wild mages, arcanists do not struggle to control their gifts. Rather, magic simply comes to them as simply and as naturally as breathing.

These sorcerers most frequently arise from situations where a soul is stepped in pure, refined, magical energy. Arcanists frequently arise as the progeny of mighty wizards, or emerge from amongst long-rooted wizardly dynasties. Others are born in places stepped in magical power, or amongst rare magical phenomena. And still others simply are, with no explanation other than, perhaps, the fickle whim of chance, or the manipulations of destiny.

1st Level Feature: Arcane Prodigy
Magical theorums and mystical insights come naturally to you, allowing you to grasp intuitively what others need to study. You gain Proficiency in the Arcana skill. If you already have Proficiency in this skill, or later gain Proficiency from another source, then you gain Advantage on all Arcana checks. Additionally, you increase your Cantrips Known and your Spells Known by +1 each.

1st Level Feature: Mana Wellspring
Your reserve of magical energy is deeper than normal; increase your Sorcery Points allotment by +1.

6th Level Feature: Font of Spells
Unlike other sorcerers, you have the ability to draw upon larger numbers of spells than your mind can hold. You gain the ability to create a Spellbook and to Prepare spells like a Wizard, although you still select your spells from the Sorcerer list and still use Charisma as your casting ability score.

14th Level Feature: Overwhelming Power
Your deep reserves of magical energy allow you to put more of yourself into your spells, crushing enemies under their might. When you cast a spell that directly inflicts damage, you inflict an additional amount of damage equal to your Charisma modifier.

18th Level Feature: Essence Incarnate
You have learned to shed your mortal flesh for a time and truly embrace the magic within. By spending 5 Sorcery Points as an action, you may assume your Essence Form. This state lasts for 1 minute. During your time in this state, you have Advantage on any saving throws against spells or magical effects; if you succeed on your saving throw, the attack inflicts no damage and instead you gain temporary hit points equal to your level + your Charisma modifier. Additionally, whilst in Essence Form, your speed increases by +10 feet, you gain the Incorporeal Movement trait, and you can cast spells that would normally take 1 action as a Bonus Action. Once you have ended your use of Essence Form, you cannot use it again until you have completed a long rest.
 

Every time I see a thread title with Malebolge in it my adolescent mind goes straight to 'Male Bulge'.

Apologies.


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