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#d&d homebrew races
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Dryad
“Ah, dryads… Beautiful creatures, them, but I learned the hard way that it’s better to just treat them with respect and move on. They’re prone to changing from friendly as can be to stringing you up from a tree by your beard in the span of a few seconds!“
—Gizzik
Beautiful fey-maidens, dryads have long been known as the guardians of trees and forests. Some dryads, however, are uncontent simply guarding a few trees in a single forest, and seek to go out and make a life for themselves. This has resulted in acorns of far travel being something many dryads seek out from a young age, just in case the call of the world draws them.
Beautiful as the Seasons
Dryads usually take the form of attractive female figures appearing to be made of wood, though more androgynous or even somewhat masculine dryads are not unheard of. Their delicate features shift seamlessly through the wood of their faces, which matches the wood of the tree they are bonded to. Their hair appears to be made of leaves, and changes colour as the seasons cycle. Their hair is a lush green during the spring and summer, but it turns red and eventually a dry brown as the season changes to autumn and winter.
Nature’s Guardians
Dryad homes are usually far from civilization, deep in the forests. Dryads live in harmony with nature, treating it with the utmost respect and cherishing the company of any who do the same.
However, if one were to mean harm towards a dryad’s natural home, they get only the courtesy of warnings. If these warnings went unheeded, the dryad would unleash their wrath upon the intruder.
Treebound
All dryads are permanently and magically bound to a tree. This tree is the dryad’s home and, more importantly, the dryad’s life force. If their tree was cut down or otherwise destroyed, the dryad would soon die as well. 
In addition, if a dryad were to stray too far from their home, they would begin to grow very sick before withering and dying all the same. The only way around this is to use an acorn of far travel, which would be cast on an acorn, pinecone, or other seed from the dryad’s bonded tree. Having this acorn on their person would allow the dryad to travel wherever they wished without growing sick.
Dryad Names
Dryads have true names, which they are born with, but they often prefer to take on names when interacting with other races. To be told a dryad’s true name is a great honour and sign of trust.
True Names: Anillee, Cassinone, Hesitor, Lorrari, Melanippe, Namremey, Winhise, Yentides
Chosen Names: Bramble, Breeze, Chrysanthe, Hawley, Oak, Rose, Rustle, Sapling, Yew
Dryad Traits
Born of the natural magic surrounding their trees, dryads have several innate abilities.
Ability Score Increase. Your Wisdom score increases by 2 and your Charisma score increases by 1.
Age. Dryads can claim maturity at nearly any point in their lives, but most tie it to the age of their home tree. Once a tree begins to bear seeds, most dryads consider themselves adults. Dryads will not die of old age, instead surviving as long as their tree does.
Alignment. Dryads, being fey, have an extremely different idea of morality and law than most races, but do not tend towards any extreme. Most dryads are neutral.
Size. Dryads stand at similar heights to elves, ranging from under 5 feet to 6 feet in height, and weigh surprisingly little considering their seemingly wooden bodies. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Fey. Your creature type is fey, rather than humanoid.
Magic Resistance. You have advantage on Saving Throws against Spells and other magical Effects.
Speak with Beasts and Plants. You can communicate with Beasts and Plants as if you shared a language.
Tree Stride. Once on your turn, you can use 10 ft. of your Movement to step magically into one living tree within reach, emerging in an unoccupied space within 5 feet of another living tree within 60 feet of the first. Both trees must be large or bigger to use this feature. You can use this trait a number of times equal to your proficiency bonus, regaining all uses at the end of a long rest.
Innate Magic. You know the Druidcraft cantrip. When you reach 3rd level, you can cast the Charm Person and Goodberry spells once per day. When you reach 5th level, you can also cast the Barkskin spell once per day. Charisma is your spellcasting ability for these spells, which require no material components.
Tree Dependent. If you stray more than 900 feet from your home tree or it is destroyed, you will begin to grow sick. Every 1d4 hours, you must succeed a DC 15 Constitution saving throw or take 1 level of exhaustion. Taking a long rest will remove two levels of exhaustion gained in this way, but only once you return to your home tree, or you enter the radius of effect for your Acorn of Far Travel.
Acorn of Far Travel. You possess an enchanted acorn, pine cone, or other seed from your home tree. So long as this item is within 500 ft. of you, you can avoid the effects of your Tree Dependent trait, unless your home tree is destroyed. This item can only be replaced with another seed from your home tree.
Languages. You can speak, read, and write Common and Sylvan.
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harboretum · 2 months
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What else have you forgotten?
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Objecthead - Homebrew Lineage by Nines, v1.0
Heads will roll... the dice.
Objectheads, as the name implies, have an object for a head. While this allows them to transcend many physical limitations, such as the need for food and sleep, they still need to keep their head on to survive - so maybe don't try replacing your head with a Revivify diamond.
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nineheavenspress · 2 years
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Illusts: Alex Ahad, Jenny Park
Our Korean myth-inspired adventure book has now been FULLY FUNDED on Kickstarter! To celebrate, we've unlocked the Dokkaebi and Gumiho ancestries. Our next stretch goal is a one-shot adventure based on household gods!
14 days left as of this post!
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that-jinxed-girl · 4 months
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flightyquinn · 4 months
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Since I'm once again reminded about how D&D 3.5 specifically encouraged players to pitch ways that their character is different from the standard statblock to their DM, here's a bit of theorycraft;
Eitrik Goldenbrook is a half-orc, born in a large trade city. He is the only child of an orcish workman and an elven barmaid (he counts as Orc and Elf, rather than Orc and Human). As orcs typically don't have surnames, he and his father use his mother's, and even Eitrik's first name comes from his dwarven godfather, one of his father's coworkers and a good friend of both his parents.
Physically, Eitrik takes more after his mother than his father, inheriting her slender, graceful build (he trades the +2 Con half-orcs get for the +2 Dex given to elves). On the other hand, he still has prominent tusks and notable green skin, making him mostly just look like a particularly lank and gangly orc. He has been teased by his peers about this, and developed a bit of a temper about it, which along with his difficulty speaking around his tusks makes it hard for him to make good impressions. However, he has still received a proper education, even if living in the city means he is less "in tune" with the natural world than orcs raised in the tribes (he trades his -2 Int for -2 Wis, but keeps the penalty to Cha).
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soylent-crocodile · 10 months
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Voidslug (Monster)
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(Art by Der-Reiko on deviantart)
CR4 NE Medium Ooze
A voidslug is a living tear into the plane of negative energy, the coagulation of its entropic energy given wretched animation. While a dedicated adventuring party can take one out easily, it leaves a path of dead animals, withered plants, broken structures, and barren soil behind it as it wanders; a single voidslug can render a small area inhospitable if allowed to exist too long.
Mindless undead are naturally drawn to a voidslug, and the creatures seem to tolerate their presence, often worsening a zombie infestation. Particularly nihilistic or destructive intelligent undead may keep a voidslug around as a source of healing and strength, but those who desire the material or interpersonal usually recognize the voidslug’s potential for collateral damage.
Inside a voidslug is a solid, gemlike mass of crystalized negative energy. This gem can be used as 1,000gp worth of Onyx Gems for the purpose of Animate Dead, Create Undead, and similar spells, or towards creating any construct that has the aforementioned spell as a component.
This creature resembles a living wad of black phlegm, and it leaves behind a trail of thick fluid and dead plant life.
Misc- CR4 NE Medium Ooze HD6 Init:-1 Senses: Perception:+3, Blindsight 60ft Aura: Malevolence 60ft (DC15) Stats- Str:16(+3) Dex:8(-1) Con:22(+6) Int:4(-3) Wis:17(+3) Cha:14(+2) BAB:+4 Space:5ft Reach:5ft Defense- HP:57(5d8+35) AC:14(-1 Dex, +5 Natural) Fort:+7 Ref+3 Will:+7 CMD:16 (Can’t be tripped) Immunity: Cold, Acid, Lightning, critical hits, flanking, precision damage, paralysis, poison, polymorph, sleep, stun, and visual effects Special Defenses: DR3/-, Negative Energy Affinity, Sundering Tar Offense- Slam +7(1d6+5 plus Energy Drain) CMB:+7 Speed:20ft Special Attacks: Energy Drain (1 level, DC15) Feats- Lightning Reflexes, Power Attack (-2/+4), Toughness Skills- Stealth +4 Special Qualities- Compression, No Breath Ecology- Environment- Any Languages- Aklo (Can’t speak) Organization- Solitary, Lure (1 Voidslug, 2-4 Zombies) Treasure- None Special Abilities- Aura of Malevolence (Ex)- A voidslug is constantly leaking negative energy into its surroundings; a living creature that starts its turn within a voidslug’s aura take 1d6+1 negative energy damage, DC15 will save for half. Undead creatures are instead healed 1d6+1 damage. This will save is HD-based. Additionally, undead within an aura of malevolence gain a +2 profane bonus to melee attack and damage rolls. Sundering Tar (Su)- A voidslug is made of a thick, corrosive tar that degrades all material it touches. Any weapon or other object that touches a voidslug must make a DC12 Fortitude save or be broken; broken weapons that fail this save are destroyed. This save is charisma-based.
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theredrabbit28 · 4 months
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Snail people!
Cute lil snail people in DND I don't know if this is a thing yet butttt giant snail ladies shoot acid slime or snails that are so huge they let dwarfs live in their shell,we could have a Trojan horse style thing but with snails!!
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jaypea00101010 · 8 months
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Arboreal Dragonborn?
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When I saw the new art of arboreal dragons from Mage Hand Press' Book of Extinction back in April, I knew I had to make dragonborn variants of them, and when Ross Leiser released his Dragonbornomicon less than two weeks later, I was even more excited to do so, having the perfect framework for making them. When Book of Extinction v0.2 dropped last month with them in it, I immediately jumped at making this, and then went through revising them through the month.
I was also inspired by Book of Extinction's Endlings, letting you play a race near extinction for whatever reason, and especially given how important the messages of extinction and conservation are in that book, I felt it only right for these to be endlings too, only a few families of arboreal dragonborn left, and here they are for you to play one of them.
If you want the PDF, just go ahead and grab it from my itch store, it's Pay What You Want (so basically free!)
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Sharkfolk
“I had believed that there was nothing more frightening, besides creatures of the more monstrous variety, that a sailor could find themselves face-to-face with than a shark. While this idea was born from a man who had never stepped onto more than a small rowboat, and has been disproven hundreds of times, the most ironic thing to break this concept was when I was told that some of those sharks happen to have legs.
Grassha was friendly to a fault, but their rows of teeth and imposing build still nearly made me reconsider working with their company. But never had I been more afraid of them than when the ship was attacked, and the captain ordered that if we took any injury, we would return to the ship immediately. Because when there was blood in the air, Grassha didn’t care who it belonged to, only that they wanted more."
—Alec Crestfall, ‘Across the Monster’s Sea’
While the sahuagin are Sekolah’s children, the sharkfolk of Zedar are those who truly represent the shark god. Standing between six and seven feet in height and naturally broad and bulky, with a large, muscular tail behind them, the sharkfolk value strength above all else, and will often follow powerful individuals out of a desire to be on the strongest side. They share a mutual respect only with the sahuagin, and any other race must prove their worth before a tribe of sharkfolk will agree to not hunt them down.
Always Moving
Similar to true sharks, sharkfolk rely on constant travel for survival, though that is more due to a nomadic nature and lack of territory than a biological need. Most sharkfolk band together in nomadic tribes to compare strength and increase their power with numbers, and to breed stronger families, though many sharkfolk set out on their own, earning personal power and fear. Few families coddle their children, expecting them to adapt or perish, training them as hunters and warriors from birth.
They travel with impunity through sahuagin territories, the shared reverence of sharks granting them a rare immunity, but it is not unheard of for tribes or individuals to encroach on other territories. In cases like this, it is often the best idea to ignore the intrusion, as they tend to jump on any opportunity to enter a battle.
Blood in the Water
Sharkfolk are rarely welcomed into groups outside of their own, because they have a sensitive nose and an uncontrollable bloodlust if they catch scent of blood. If a creature is badly injured, regardless of allegiance, most sharkfolk won’t be able to stop themselves from tearing them apart. Most hunting is done by individual sharkfolk for this reason, to prevent the slaughter of each other. This isn’t to say that many sharkfolk can’t overcome this weakness, especially those who push away their more violent urges to pursue a life away from the brutal, bloody nature of their people. 
Sharkfolks can resemble any number of sharks, and can appear more feral or humanoid depending on their lineage and habitats, but all sharkfolk suffer the same bloodlust and violent urges, even if one was raised away from their usual society. They often compare kill counts with other tribes or warriors, and show a rare amount of respect to any with more kills than themselves.
Sharkfolk Names
Sharkfolk names are often similar to those of the sahuagin, but due to the disjointed nature of their cultures, many will also adopt names in aquan or even common. While they identify tribes based on scent and visual cues, they will adopt a tribal name in common, to strike fear into sailors.
Personal Names: Abshaka, Cuttlesh, Lionfish, Malucsh, Yashiqis
Clan Names: Hammerbone, Megalodon, Tigerblood, Whitehunt
Sharkfolk Traits
Raised and bred to be a powerful warrior, you possess several abilities to help mark you as the apex predator of the oceans.
Ability Score Increase. Your Constitution score increases by 2 and your Strength score increases by 1.
Age. Sharks mature faster than humans, being considered adults by the age of 12, and those who do not die in battle rarely survive longer than 60 years, with the lives they are expected to live.
Alignment. Sharkfolk are bred to be aggressive and ferocious, and rarely show any care for anything weaker than themselves. Their care for law is a very weak sense of honour, marking the majority of sharkfolk as neutral or even chaotic evil.
Size. Most sharkfolk stand well over six feet in height and weigh nearly 300 pounds, bolstered by their natural bulky muscularity. Your size is medium.
Speed. Your base walking speed is 25 feet, and your base swimming speed is 45 feet. 
Darkvision. 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.
Amphibious. You can breathe both air and water.
Bite. Your bite counts as a natural weapon, which you can use to make unarmed strikes. If you hit with your bite, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Blood Tracker. You have advantage on all perception checks to locate any bleeding creatures within 60 feet of yourself, or any creatures with less than half of their maximum hit points within 120 feet.
Blood Madness. The scent of blood unleashes your feral instincts. Any creature below half of their hit point maximum that is within 60 feet of you can cause you to attack it with everything you have. At the start of your next turn, make a Wisdom saving throw to resist the temptation. The DC for this saving throw is equal to 10, +1 for each additional two creatures below half of their hit point maximum within this range. On a failed save, you must use your movement to get as close as you can to the nearest creature in this state and perform a melee attack with advantage, or use your dash action if your movement cannot reach them. Attacks against you have advantage while the blood madness persists. This save can be repeated at the start of each of your turns, ending if all targets are killed or healed past half of their hit point maximum.
Languages. You can speak, read, and write Common, Aquan and Sahuagin.
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dm-tuz · 2 years
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Feline - 5e Monster Girl Player Race
Artwork by Dansome and QueenChikkibug!
Get the full PDF for free on my Patreon!
Consider supporting me on Patreon or Ko-fi to gain access to additional options for your Feline character, such as an exclusive subrace and several unique feats!
Want more updates on future content and other regular updates, consider following me on twitter!
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Subclasseptember 2023 - Prompt List
It's really been a year since then? How time flies.
Made by yours truly. I can't imagine anyone will try any of the additional challenges at the bottom; I don't plan on doing anything other than a subclass for each day. But you never know! If anyone out there feels inspired by one of these prompts, why not give it a try?
Thank all of you for 3k followers! Let's see this community grow even more!
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dmdepression · 2 years
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The Starborn, the Race that fell from the sky.
For more cool ad unique races join my Patreon today! Link in the repost and comments.
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the-5e-classist · 1 year
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Watch "The D&D OGL Crisis Just Got Worse" on YouTube
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If you care about homebrew, please watch this.
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brewerssupplies · 2 years
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This is a collection of content themed around nature, and often the influence of the Great Goodberry. Delve into the lore of the Great Goodberry within this compendium of content tailored to allow you to play as anyone influenced by nature or the Great Goodberry!
Take your zealous rage and channel the fury of the wilds as a Path of the Wildwalker barbarian, weave thorny vines with your influence as any number of these subclasses, or even a rogue that disguises themselves as a bush.
(There are 14 pages in total in the PDF, Tumblr just has a 10 image limit.)
[PDF]
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theadventurersrespite · 5 months
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(drawn by the wonderful @majickss! Please commission them, they were very helpful and incredibly speedy with the turnaround on this art.)
Nothing fancy here, just a simple ref sheet for my loverly Xao in all her technicolor glory! She was so fun to play and I look forward to her game coming off hiatus someday. But if she doesn't and I have to start from scratch, then she was a valuable lesson in character building and I will cherish her forever.
Also, go check out the Sword Saint and the Kits'adria by Logan Laidlaw over on Drivethrurpg! Lots of cool stuff over there, I've certainly not been disappointed with my purchases!
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