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#d&d races
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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statecryptids · 3 months
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Some illustrations of an NPC from my D&D Planescape game.
This is Blubdulp (this is the closest humanoid approximation of their name, which sounds like bubbles blown through thick crude oil). They are a sentient colony of bacteria that feed on crude oil, inspired by the oil-eating bacteria Cyclasticus.
Blubdulp’s race hail from a world ravaged by industrialization where the oceans are filled with oil spills and toxic metal slag covers the shores.
The bacterial colony uses shed mammalian hair to form large mats that drift over the polluted ocean, soaking up oil for the bacteria to feed on. The colony assumes a roughly bipedal form (which my PCs have dubbed an “oil Wookiee”) when it interacts with other bipeds. The colony can also produce sensory structures like eye-stalks, feelers and a proboscis for speaking.
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shepscapades · 2 years
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For those who don’t know, I’m currently writing a homebrew D&D campaign with a spacey/modern setting! Some of these concepts are loosely based of yogs-fanon-adjacent designs, but the story and the setting are completely original and I will be treating it as such, as I have always struggled writing on my own characters and stories and I’m proud to finally be doing so ;w;
I hope to be sharing pieces of the story and lots of art from the campaign once we get going, but I wanted to share the three homebrew races I’ve designed! For the campaign, these (along with humans) are the only races to choose from, as the story takes place on a planet called Verdaea, home of the Starborn.
I plan on giving many updates, but I wanted to start here! The campaign will be titled: Stellarism.
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gale-gentlepenguin · 1 year
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doctorsiren · 2 years
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Did a D&D race thing with my current D&D character!
I only read Aasimar in my head as ASMR, and Warforged Oliver is literally just Nick Valentine hehe
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staticstudios · 2 years
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Introducing the Salamander Kobold Variant!
Inspired by the mythical salamander and the desire to simply become engulfed in flame, the Salamander Kobold will fulfill all of your pyromaniac desires.
Ability Score Increase: Your Constitution and Dexterity scores increase by 1 each.
Age: Salamander Kobolds reach adulthood at age 6 and can live up to 150 years.
Size: Salamander Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.
Speed: Your base walking speed is 30 feet.
Darkvision: 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 color in darkness, only shades of red.
Fiery Skin: You have evolved the ability to control fire to deter potential predators in the Feywild. You know the Produce Flame cantrip. At 3rd level you also learn the Armor of Agathys spell, and can cast it once at 1st level using this trait, and at higher levels as your character levels up: 2nd at level 7, 3rd at level 11, 4th at level 15, and 5th at level 19. You regain the ability to cast this spell using this ability after a long rest.
When your character casts Armor of Agathys, it appears as though they have lit their skin on fire and the damage from the spell is Fire damage instead of Cold damage. You also shed dim light in a radius of 5 feet while under the effects of the spell.
Grovel, Cower, and Beg: As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.
Languages: You can speak, read, and write Common, Draconic, and Sylvan.
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aboleth-eye · 2 years
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Hadozee in 5e Spelljammer: Or, How the Hell Does the Biggest TTRPG Company in the World Make Something So  Racist in 2022?!  
I wholeheartedly applaud the person who first posted about this egregious material,  @KendoMakesFilms on Twitter, for sharing screenshots of the new 5e book’s lore for the Hadozee and alerting the community on how incredibly racist it is.  But before I did my due research, my emotions were in absolute furious frenzy and I started a whole twitter thread pointing out stuff the old lore and getting even more horrified that somehow this is the most racist lore in all the poor hadozee’s history.  And now I’m sharing it with you all, because this is absolutely not being talked out on the major d&d content creators and sites...
My day kinda got ruined after finding out the new lore for 5e Hadozee is incredibly racist.  Ruined not because of anything that personally affects me (as a non-poc eldritch horror being on social media), but because one of the biggest tabletop roleplaying companies in the world just allowed something so racist to be put out on the consumer market...  A market full of people (including a huge proportion of color) who are going to buy this book and either ignore the horrible racist “worldbuilding”, make excuses for a major corporation with bootlicking, or be hit in the face by “you paid for us to inflict racist horror on you”.
How does Wizards of the Coast, in 2022!, let this happen?!  How does the world’s dominant tabletop roleplaying game’s production empire allow this horrible, insulting and degrading content to reach digital and print copy?! 
Here’s the basics:
The hadozee are a race of simian-looking humanoids who have flaps of skin like flying squirrels.  They have been in D&D since Advanced Dungeons & Dragons (2nd Edition), detailed in the Compendium Spelljammer Appendix I book.  That was back in 1990, when monster and non-humanoid creatures were just monsters, before monster/non-humanoid races were a thing.  And even then they had a bad connotation (not to mention were apparently a ripoff of a Star Wars expanded universe race).  They were called “deck apes”; because they were great at working on ship/spelljammer crew sails.  The elves of the setting “discovered” that the hadozee were intelligent and “granted” them respect and positions on their ships--all to face the orcs, who back then were the dominant nemesis race against the “oh so tolkienesquely perfect elves” in the lore.
Yeah, even back then they were quite already dipped in racist stereotype; only given respect when a more “perfect” race deemed them worthy to work “for/with” them.  They were also much more monstrous, and more an amalgamation of simian traits rather than how they are depicted today.
Spelljammer is very much a product of science fiction/western tropes, and around that time it was steeped in Star Wars IV through VI, as well as its “gritty space adventure” clones.  So a lot of stereotypes were just used to make monsters.  Literally on the opposite page of the hadozee in this book are gorilla men, and holy heck it’s bad.  I’m just glad we left that archetype to the dust, it is not worth knowing at all...
Moving on, Dungeons & Dragons had evolved to 3rd edition by 2000, now owned by early Wizards of the Coast.  Then three years later there was a great big “patch” called 3.5 edition, and that became the definitive edition for many, many years.  Monsters were more complex and customizable; and each supplemental book added new races to try out against new challenges and even settings.  One such book was Stormwrack, a book about high seas adventure and pretty much nothing else!  And that was the reintroduction of the Hadozee as a playable race for the first time!
In Stormwrack the hadozee (or “winged deck apes”) became developed enough to seek out adventure for themselves, aboard ships and among crews they chose.  The lore really leaned into the curious monkey aspect and shed off the most obvious of racist tropes, but they do retain the adoration/fawning over elves--which is quite icky still.  The elves were more wild folk and chaotic rather than a paragon race, though still very much tolkien levels of pale.  But there’s no specific lore about their history that makes them only seen as good because the elves “chose them”, and the hadozee appear to have connections with other races and their crews. 
And that’s the last we’ve seen of the hadozee until now.  Stormwrack wasn’t a necessary book by any means, but the hadozee were worked more into just literally being fantasy orangutan people.  
Also of note, Spelljammer never had an official 3.5 setting release.  Certain elements were utilized, and books like Stormwrack started the trend of giving big vessels statblocks with the updated d20 system.
Now this is where things come to a head, and why this discussion is happening now.  It’s 2022 and 5th edition D&D has been out officially since 2014.  (We don’t talk about 4th edition, no no no...)  And in 2021 an Unearthed Arcana article was released called Travelers of the Multiverse., written by Chris Perkins and Jeremy Crawford at Wizards of the Coast.  That article had all the playtested races for an obvious Spelljammer setting that was in development; and the Hadozee were in it among other spelljammer races like astral elves and thri-keen.  5th edition players could now play these races in their own settings, as the article had no lore or artwork for what was to be in Spelljammer 2022.  But 5e had been such a success across the board that no one expected what was to come out.  And Spelljammer was a setting that inspired so many d&d players, entire forums and sites were made to try and update the setting from AD&D to 3.0/3.5 editions...
But we finally get three books for 5th edition Spelljammer.  On August 16th 2022, the Astral Adventurer’s Guide was included in the book drop, which would include all the wonderful lore and options for d&d players to make setting-inspired characters...
And holy heck did the most racist lore for the hadozee drop ever!  After doing all this research into the hadozee’s history in d&d, I am honestly shocked that in 2022 that is the case... 
According to the Astral Adventurer’s Guide, and I paraphrase here: the first hadozee were originally tiny treetop creatures the size of housecats, flitting from branch to branch.  That is, until several hundred years ago when a wizard named Yazir showed up with a bunch of apprentices on some spelljammer ships; and they captured the animalistic hadozee and perform experiments on them.  The hadozee are given a “magic elixir” that makes them grow, become bipedal and intelligent.  As well as “intensifying [their] panic response, making them more resilient when harmed”.  All to make a slave army the wizard could “sell to the highest bidder”.  
But luckily the white savior apprentices under Yazir “liberated” the hadozee and they all killed the big bad racist wizard.  They all then took the experimental elixir, went back to the hadozee homeworld and used it to happily make more.  Eventually the "enhanced” hadozee had children, and those newborns had their mutated parents’ traits--so they took to the stars.
How does someone not get whacked in the head for glamorizing the horrors and longlasting trauma of freaking slavery and all the inhumane atrocities committed by slavers?!   Oh but wait, they’re so “enhanced” that rather than live with the horror of being twisted beyond your entire species they decide to be happy little deckhands and “give”/force the mutative unknown substance to more of their animalistic kind...  
We’re not done yet...  Apparently the current “enhanced” hadozee are curious to a fault, “unquenchable optimists” and expressive with “loud whooping, fang-bearing, and snarling”.  They are specifically stated as not philosophers; simply wanting to “do good and happy work”.  And apparently taking “great joy in the simplest of shipboard tasks and chores”.  Lastly, the writers brought back the “great love of the elves”.  Probably because astral elves are effectively the most “elf” they’ve ever been, way past original tolkienesque to the point of freaking Silmarillion immortal perfection.  But the elves are written to “not mutually respect them”.  Because of course they don’t have to see another sentient race as even close to equal and deserving of rights.
I bet they thought they were so smart to make “Abu from Aladdin” and “Jack the Monkey from Pirates of the Caribbean” as a playable race in the zip-zappy magic space setting... 
One last thing of note, and this is up on D&DBeyond if you want to check; but the portrait artwork for 5e hadozee--what everyone will picture when making hadozee for 5th edition from now on--is a smiling simian-person dressed as a bardic “minstrel”.  Yeah...  We got minstrel shows in 5e now... 
“Thanks for buying our overpriced 49.99 digital book bundle, spelljammer fam”, says the coastal Wizards lying on their 5th edition money, “There’s a super special surprise on page whatever just for black people!  Vindictive hatred and glamourizing the slavery of this cute little monkeyman, see how they sweep and hoot and grin cheerily because they’re just so gosh darn lucky their ancestors were captured and forcibly experimented on to be war chattel/smiley labor for money.”
Somehow 5th edition’s writing team, especially Perkins and Crawford, decided to rewrite slavery for the ideal “happy little ship monkey” as a playable race.  They took everything cheesegrated off of 3.5′s Stormwrack hadozee and just molded it together into the perfect little ship monkey.  And they sprinkled on some “spicy” tropes to make it theirs and give it some “juicy” trauma... Stupidly (and most definitely with racial blindness to the point of willed ignorance) they remade slavery and the “happy slave’ stereotype in OUR scifi d&d setting.    
Admittedly, I have not thought about the hadozee for a long long while since I first glanced through Stormwrack when I was starting out playing d&d 3.5.  They’re not as prevalent in d&d content, and there are so many races that it’s very hard to dissect them all.  Hadozee have been around for a long while but they are a very fringe race that rarely given a chance outside of high seas or spelljamming campaigns.  And I haven’t played really in any of those campaigns, especially the latter because Spelljammer didn’t get an official update for 3.5 edition. 
Also, I am not a black person.  I am not a person of color, and my white privilege has definitely shielded me from recognizing the tribulations and obstacles that target those of different culture and skin tone.  I am no expert on race; I’m just a near-thirty year old person who loves roleplaying fantasy.  I am still learning how to expand my empathy and use my privilege and platform to help others targeted by racism and other forms of hate.  When I saw the post from Kendo on Twitter I was beside myself with rage; tweeting honestly very messily trying to wrangle my feelings into a singular point.  I felt horrified that the game, in its most accessible form that generates billions of campaign stories between friends, now would actively spear a huge chunk of the diverse population of players in the heart.  It would actively disregard their history and the history of the United States of America, showing that “if this happy little flying monkey can go through all that and be fine then racism is over and you should get over your inherited trauma”.  
And now, after doing research, I can wholeheartedly say that Wizards needs to burn these books before they go out on the shelf.  The Astral Adventurer’s Guide, part of the Spelljammer bundle for 5e, is on sale for digital right now.  Most content creators and ttrpg influences are shilling for this without warning people.  Without having any qualms about the new shade of scifi/fantasy slavery, now available to digital download to perpetuate horrific stereotypes in freaking 2022!  
You know, you could just NOT decide to include slavery in 5e lore.  That just does NOT have to be a thing.  You could have just made them from a world of simian people that decided to build magical spaceships and soar across the galaxy wherever they choose.  You did not have to include evil racist wizard that’s already dead and then continue his atrocities to “enhance” the creatures experimented on to be mindless, resilient slaves.  You can write absolutely anything for Spelljammer: it’s high fantasy magic in freaking space?!  And yet we got this...
Were the hadozee always racist?  Absolutely.  Are they racist now just because “we’ve evolved as a society”?  No, they were racist even for the far-off year of 1990!  Are they ever not going to be racist?  ... Probably not.  Like how goblins and dwarves are never not going to have antisemitic roots.  Like how drow/dark elves are never not going to be “different” for having different color skin.  “Ape” is still such a derogatory word against black people, and with this new iteration of the “ape men” for the modern age now gaming tables around the world are gonna have a new archetype to introduce to their games without knowing better.  
There are racists and other horrible people who should know better who play d&d and other games--being on twitter these last few weeks has really shown me that--and you can’t stop a bad person who willingly defies where we are as a society and where we hope to be.  But there are kids who are just taking off their privilege blinders off that are getting into this game.  Every day more and more interest in 5e builds, and those who have no way of knowing better will look at this depiction and might not recognize its horrors, or might not listen to their black friends about it being racist.  
In closing, to the writers of the 5th edition Spelljammer race of Hadozee, Chris Perkins and Jeremy Crawford: you should absolutely be ashamed of yourselves.  You created something that overshot racist stereotypes from three and a half editions ago by miles.  You have failed, your proofreaders failed, your editors failed, your team of ghost-writers failed you (if they exist at all), your playtesters and friends failed you, and the company you work for failed to smack you upside the head.  We are not “reading too much” into this; you willingly were ignorant, stupid and/or racist in creating this horrendous affront to black people and people of color.  I and many others have read exactly what you wrote.  And you are not only bad writers, but bad people who should have known better.  
And to Wizards of the Coast.  You deserve a lot of callouts for a lot of different reasons.  But you are subjecting millions of your consumers, the community/fandom that keeps you printing money, to one of the worst modern forms of racist worldbuilding I have ever seen.  Your company failed to oversee this abhorrent content being churned out from your content creation cycle; and now your company has profited off of a product that contains horrendous racism.  Do damage control all you want; you just declared that you do not care about those directly harmed by this racist content with your stamp of approval on...  Shut it down now before people literally get their hands on it.  
      With deep frustration and exhaustion, and with love for everyone except WotC and the spelljammer writers; this is Aboleth-Eye, sending you hugs and love!
- Aboleth-Eye 8/30/22
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zoologica42 · 7 months
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I've been watching Pointy Hat on YouTube for a while now, and His videos inspired me to re-write a race for D&D that I think was done dirty- yes I'm talking about Kenku. tdlr: they have some Inca empire vibes, and are mutualists with dwarves
A wingless, often silent avian race of cliffs and mountains, Kenku are said to resemble ravens in their form and face.
Sans flight and voice, Kenku have adapted to alternate modes of life, and present a dauntless resilience unrivaled in other folk.
Strange speech:
The most striking thing about Kenku, other than their avian appearance, is their mode of communication. Kenku cannot communicate with their own voices beyond hisses of anger, squawks of surprise, whimpers of fear, and other, similar, animalistic vocalizations. Instead of trying to get by with such limited communicative means, Kenku have developed a sophisticated sign language that rivals spoken tongues with its elegant vocabulary. Almost all Kenku can sign and understand this language, and it is the dominant form of communication within the species. From marketplace haggling to governmental decrees, Kenku life is conducted in sign. Visitors to Kenku settlements who communicate orally are often struck by how alien their own form of communication is to that of their new avian neighbors. When communicating with other races and cultures that may not understand their language, Kenku often use simple spells that can communicate their ideas through written words or images. A Kenku in a foreign city might ask for the location of a tavern by conjuring up an arcane image of a mug of ale, or a simple written question such as “Where is tavern?”. Many Kenku can understand the spoken languages of other humanoids and are able to write in their scripts through physical or arcane means.
Alpine Adepts:
Kenku settlements are often built in alpine areas, since Kenku, being avians with gripping claws and strong lungs, are uniquely suited to life at high altitudes. These settlements are structured as an urban hub surrounded by agricultural and defensive rings. The second ring outside the city is usually made up of farms that grow crops such as mountain grapes, cliffbarely, terrace grains, and edible lichens. The next ring is also agricultural but is more focused on livestock such as alpacas, which are prized for wool production. Outside this is a final barrier of watchtowers and forts to defend against raiders, such as the greatly feared roving tribes of goliaths.
Kenku settlements are often built near those of dwarves, with Kenku living on top of a mountain, and Dwarves living underneath. The two societies often become mutualistic, and even codependent, with Dwarven populaces importing food, wood, and cloth from the above-ground Kenku, and the Kenku importing metals and other subterranean materials from the under-ground dwarves.
In some cases, a Kenku-Dwarf alliance can become so strong that the two societies merge into one. Kenku and Dwarven armies may fight together to protect a shared mountain range, or mixed Kenku-Dwarf parliaments may be a staple of government.
Kenku also trade with other above-ground societies for their unusual crops, and Kenku slopes are well-renowned for producing fine wool, and some of the best wines that money can buy.
Myths, culture, and religion:
According to legend, Kenku once had wings and the ability to speak, but after angering their patron god, their wings and voices were taken away. The verisimilitude of this legend is understood differently by different Kenku. Some believe it to be completely true, others an allegory, and others think it a total fabrication. No one seems to remember winged, speaking Kenku- or at least, no one mortal. Many Kenku worship the patron Deities of the mountains they live on, Gods and Goddesses of cycles of life, death, and the harvest, and the unique Kenku Deity Sha’ath, a patron spirit of creativity, clever thought, and art. 
Kenku arts are composed highly of weaving, orchestral music, and silent theater. Kenku clothing is comprised of elaborately decorated warm woolen outer layers, often coats, cloaks and ponchos, and flax underlayers. Instead of shoes, Kenku wrap their feet in flaxen bandage-like cloth that allows them to both protect their feet and retain their ability to grip rocky slopes. They may also cap their talons in metal in order to increase the strength of their claws while climbing, and to reduce the likelihood of them breaking.
Kenku have developed their own musical instruments to suit their own uses. A Kenku shepherd might use a modified viola to call their flock in from the field, and a Kenku who is a professional musician might modify a flute to be played more easily with a beak.  
In some cases, the arts of the Kenku are combined. One such example is “panel-plays”- theatrical productions with elaborate costumes and tapestry backdrops “narrated” by an orchestra.
Kenku families are often large, with parents, grandparents, aunts, uncles, and children all living together and caring for each other.  A Kenku family may occupy a single large manor or complex of smaller houses, with all family members sharing duties and often resources. 
Kenku names:
Kenku names are not gender specific and are usually signs for natural features or materials, modified to indicate they are a name, sometimes combined with another noun or adjective.
Example names:  Shining Cloud, Cricket, Blue Creek, Mulberry, Great Violet, Howling Wind, Star Stone.
Kenku traits:
Ability score increases: Your wisdom score increases by 2, and your dexterity increases by 1 
Age: Kenku pairs lay 1-2 eggs that hatch after careful tending in about two months. Hatchling Kenku are nearly featherless and unable to move much more than raising their head. After a month, the chick grows a fuzzy downy coat of feathers and can crawl, and after their first year, have a full set of feathers and are able to walk. Kenku become adults at about 17 years old, and usually live into their eighties 
Size: Your size is medium. Kenku stand around 5 feet tall, but due to their hollow bones, only weigh 60-80 pounds.
Speed: Your base walking speed is 30 feet
Strong sight: Kenku are highly visual creatures, and have a nictitating membrane (clear second eyelid) that protects their eyes. Because of this, Kenku have advantage on all saving throws in which failure would mean blindness, and all attacks attempting to blind a Kenku have disadvantage.  You also have advantage on all perception Checks. Climbing Claws: Due to your avian claws, you can climb rough or cracked vertical surfaces including rough stone walls and trees at a speed of 5 feet.
Cold resistance: The dense, warm feathers of a Kenku gives them resistance against cold damage.
Communicative spellcasting: You can instinctively cast minor illusion and silent image as  cantrips to spell out words or create pictograms in order to communicate with other creatures. 
Languages: The Kenku language is a complex sign language used by your own race as well as others who wish to communicate silently and or visually. Written Kenku is formed by loopy, delicate characters and often makes up musical scores and scripts for silent plays. Signs in the Kenku language can be used as the verbal components for spells. You can also read, understand, and write in one other language of your choice.
Roleplay and meta notes:
When “speaking” as a kenku, you might want to preface your words with “I sign this” or “I write this in the air using a spell”. If you wish to play a Kenku that can speak normally, use this outline, but remove the communicative spellcasting feature.
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cosmic-tuna · 1 year
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Okay I gotta know: D&D players needed!
What is your sexuality and/or gender and what races and classes do you prefer to play?
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honourablejester · 2 years
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(I’m trying to use the Homebrewery site/tools, not sure how successfully)
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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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dmdepression · 2 years
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The Leshy: Forest spirits given a physical form to go and adventure!
For more join my Patreon as I will be a new race every week for the next few months! Link in reblog and comments.
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statecryptids · 1 year
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Been dealing with Covid the past week, and my brain has been too foggy to do much reading or even watch shows. So I’ve been making some more stained-paper drawings
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I love old, weird D&D monsters, and this here is one of my favorites- the Tirapheg. It appeared in the first edition Fiend Folio, but hasn’t made an appearance anywhere else as far as I know. Not even in third-party supplements
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The tirapheg is described as a humanoid being with three heads- two are complete blanks while the middle one has eyes and nose but no mouth. It’s two arms taper to sharp, bony points, and a third arm juts from its chest, just above a massive mouth surrounded by tentacles. The tirapheg also has three legs- two ending in rounded stumps, the third supported on a three-toed foot. They’re such delightfully weird monsters, and while they would fit in well with modern games like Bloodborne or Silent Hill, they seem really out-of-place and creepy for early swords-and-sorcery D&D.
The description of the tirapheg gives no explanation as to what it is or where it came from, but my favorite fan theory is that these creatures are living exploration probes created by beings that exist in higher dimensions. Their nightmarish appearances are based on how an 11-dimensional creatures would perceive humans.
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underleveledjosh · 1 year
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Dungeons and Dragons: Negative Racial Traits
D&D should bring back negative racial traits that serve to offset a very powerful racial benefit. It makes character building far more fun and interesting. For example, Drow get enhanced darkvision, two of the best spells in the game (faerie fire and dancing lights), along with the usual (very powerful) base elf traits, so of course they would have sunlight sensitivity to offset that a little.
Perhaps even bring back negative racial ability score adjustments along with fixed racial ability score adjustments overall. Also keep immunity to magical sleep a part of fey ancestry instead of shoehorning it into being part of the elf's trance trait.
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changeling-rin · 2 years
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So... what DND race would each of the Chain, including the extended ones, be? You cannot make them all half-elves. Though that would be fitting, it's also the easy way out. I want to see variety.
(Zam, who is totatlly not making a DND campaign of off DL. Totally not)
Zam I think you forgot that you've already asked this question! Granted it was a long time ago, like way back when you were still the-wraith-of-death-peak, but!
There we go. Although I hadn't invented some of the Sequel boys yet at that point, so I'll do them below:
Rune, as mentioned in the other post, is a Kor
Lux is a Bugbear, it seems to fit him the best for sheer power in battle
Lyric is a Satyr, because there's no good music-loving race that I could find but the satyr god Pan was known for his music in the myths and I declare this to be close enough
RSE would be Halflings, Lightfoot Halflings specifically. I don't have a particular reason for this, aside from the claim that they're basically hobbits-but-not to avoid copyright, and hobbits are one of the few creatures I can think of that would care about clothing like RSE do
Wraith would be a Kalashtar, specifically for being half-spirit because I can't think of another or better way for him to see ghosts than being basically half-ghost
Codex would be a Vedalken like Lore but for completely different reasons - basically they seem like the most bookish race
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vulcan-at-heart · 2 years
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So would anyone like to recommend ideas for my Star Trek D&D campaign?
I'm having a very hard time coming up with custom races to match up with Star Trek races here...
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