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dm-tuz · 1 month
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Gentle Moth Mommy? Spicy Bee Girl? You can now play those and more insectoid characters at with the Lacewing player race!
If you enjoy this content consider subscribing to my patreon for the Lacewing Premium Edition which will features additional player options such as the Stirge subrace, more artwork, and gives you VTT tokens and Handouts! If you are not a fan of patreon, consider checking out my kofi page instead!
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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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kaceypink · 1 year
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An old custom race I threw together. It’s not really finished, but you’re welcome to steal it if you think you can have fun with it. Art by @sofia-drawsmore
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Ancestry: Heraldic (V0.2)
Been missing for a bit. Sorry about that, work has been quite draining. Doesn't help that they moved me from closing to opening with little notice. Anyways, here is a bit of an update to my Heraldic ancestry. The major changes are to the Flyer option for Chimeric Form, a change to the speeds provided by Chimeric Form, and more concrete lore for what they are.
Flavor: Heraldics are quite the mysterious ancestry, for quite a few reasons. The most glaring one is their sudden appearance in a community or family, seemingly with little explanation. A child would be born with little to no sign of them being of this ancestry, with perhaps some bizarre looking eyes or an unusual birthmark being one of the few subtle signs. However, as they grow they begin to change. They begin developing more animalistic and celestial features, eventually bearing very few features that would identify them as their parents ancestry by the time they reach maturity.
As to why this is, there is only one common feature among all Heraldics: in the past, their community or ancestors were under the protection of a powerful celestial, most often known as a Heraldic Beast. These celestials were sent by a divine being to protect a family or community, tying themselves body and soul to their wards. The divine influence provided by their presence seems to spur the birth of Heraldics, though this seems largely unintentional. It also seems that the birth of Heraldics is more common among communities whose divine protector died in service to them. Religious scholars believe that this may signify that the Heraldic Beast still protects its wards even after its death, manifesting its essence in those born into their group as a way to continue its duty.
Appearance: Heraldics end up looking very similar to the Heraldic Beast that influenced their birth, though obviously more humanoid. Though at first they tend to resemble their parents ancestry, slowly changing until their transformation culminates at what would be considered maturity for their ancestry. This "awakened" form is obviously very different for most Heraldics, as they take after their specific Heraldic Beast. Some may resemble a Tabaxi with vestigial bird wings or a humanoid shark with lions claws, it all depends on the influencing Heraldic Beast. There are some commonalities though, such as fur and skin (or equivalent) that possess colors outside of the natural ranges for the equivalent earthly beasts that they resemble or their pupils possessing a pin prick of light at their center, often glowing brighter when they use their apotropaic power. Their appearance changes further as they grow in power, often looking exactly like the divine guardian that spurred on their transformation.
Creature Type: Humanoid
Size: Medium or Small, based on the ancestry you would be if not a Heraldic
Speed: 30 ft.
Age: Heraldics age the same way their parents ancestry would up until they reach maturity. At this point, they tend to age much slower, often reaching double what their parents ancestry would typically be expected to live.
Natural Weapon: You possess a natural weapon associated with one of your beastly components, such as claws or horns. Your unarmed strike becomes 1d6 + Strength for damage and can be either Bludgeoning, Piercing, or Slashing (you choose at character creation). When you gain another Chimeric Form option, you can choose another one of the provided damage types to be an option when you make an unarmed strike with this feature, representing another natural weapon manifesting with your further development.
Chimeric Form: Choose one of the following options, representing the beastly component that first fully manifested. You choose another option at 3rd and 5th level. You can choose an option twice, with it becoming more powerful in certain ways:
Aquatic (shark, dolphin, plesiosaur, etc.): You gain a swimming speed equal to half your walking speed and can hold your breath for 1 hour. If chosen again, the swim speed equals your walking speed and you can breath both air and water.
Flyer (hawk, butterfly, pterosaur, etc.): When you fall at least 10ft and you are not restrained or incapacitated, you can spread your wings as a reaction and glide a number of feet equal to half your walking speed and take no falling damage when you reach the ground. This reaction can be sustained each turn by using up your reaction. If chosen again, you gain a flying speed equal to your walking speed and you don't provoke opportunity attacks when you fly out of range of an enemy.
Agile (leopard, rabbit, velociraptor, etc.): You add an additional 10ft to your walking speed and you have advantage on saves against being knocked prone. If chosen again, you gain a climbing speed equal to your walking speed and can add half your walking speed when making a running long or high jump.
Sturdy (elephant, tortoise, ankylosaurus, etc.): Your hit points maximum increases by 1, and increases by 1 again each time you level up. You also count as one size larger when determining carrying capacity and the weight you can push, drag, or lift. If chosen again, your hit points maximum increase by 2 instead of 1 each level up and you have an AC of 13 + Dexterity when unarmored.
Nocturnal (owl, cat, troodon, etc.): You gain 60ft of darkvision and can take the Hide action as a bonus action when obscured by dim light or darkness. If chosen again, your darkvision increases to 120ft and you gain 10ft of blindsight.
Burrower (mole, fox, thrinaxodon, etc.): You gain a burrowing speed (loose earth only) equal to half your walking speed and have 10ft of tremorsense. If chosen again, the burrowing speed equals your walking speed and you can now burrow through unworked stone.
Apotropaic Presence: When you are targeted by an attack or forced to make a save by an aberration, fey, fiend, or undead, you can use your reaction to make that creature roll at disadvantage for that attack or make yourself roll at advantage if they force you to make a save. You can do this an amount of times equal to your proficiency bonus per long rest.
Heightened Senses: You gain proficiency in either Perception or Survival.
Again, feedback is welcome and encouraged! As for what's next, I have plans for another subclass and for an actual stat block for Heraldic Beasts. Stay tuned!
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Hengeyokai, A Player Race
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[Art Taken from the 4th Edition Wiki]
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Hengeyokai Traits
Hengeyokai are a race of intelligent, shapeshifting animals that can freely assume human form or a bipedal hybrid form; numerous subraces exist, each corresponding to a different category of common animal. They are the descendants of humans and shapeshifting animal spirits, and as such they have a strong connection to both the spirit and mortal worlds. Their animal spirit lineage determines what specific beast they take the form of.
Ability Score Increase. Increase your Dexterity score by 2.
Languages. You can speak, read, and write Common and one other language.
Life Span. Hengeyokai can live for over 200 years, but for the first century they exist only as animals and cannot assume another form. Once they reach 100 years of age, they can assume hybrid and human forms.
Size. You are Medium or Small. You choose the size when you select this race.
Speed. Your walking speed is 30 feet.
Language of Beasts. Hengeyokai in animal or hybrid form can communicate simple commands and concepts to beasts and fey spirits with the same form or a closely related form, for example, dogs to wolves.
Shapechanger.  As an action, you alter your physical form to appear as a beast, as a unique humanoid, or a hybrid. While you have the form of a beast, you are unable to make attacks, benefit from shields or armor, or cast spells. You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. You stay in the new form until you use an action to revert to your true form or until you die. Your beast and hybrid forms are determined by your subrace.
Subraces:
Avian: Members of this subrace are the descendants of winged animal spirits, most often birds. Born into a life with an affinity for air, they can change their form to take into the sky. It is common for them to stick together in flocks, both for protection and to share their findings amongst themselves.
Ability Score Increase. Increase your Wisdom score by 1. 
Eyes in the Sky. You have proficiency in the Perception skill. 
Feathered Form. When you use your Shapechanger trait to turn into a beast or hybrid, you have a flying speed of 30 feet; your hybrid form loses this benefit if you are wearing medium or heavy armor. When you use your Shapechanger trait to change into a beast, your size is small.  
Flyby. While you have the form of a beast, you do not provoke opportunity attacks when you fly out of an enemy’s reach.
Aquan: Members of this subrace find home in bodies of water, as they are descendants of aquatic animal spirits. With the ability to traverse both land and water, they have amassed great knowledge of the natural world. Some Aquan Hengeyokai choose to use their knowledge amicably and thrive in social settings where they can share the information they know, while others might use it to hone in on their tactics to hunt other beings down.
Ability Score Increase. Increase your Intelligence score by 1. 
Sea of Knowledge. You have proficiency in the Nature skill.
Aquatic Form. When you use your Shapechanger trait to turn into a beast or hybrid, you have a swimming speed of 30 feet. When you use your Shapechanger trait to change into a beast, your size is medium or small.
Amphibious. You can breathe air and water while in any form.  
Terran:  Members of this subrace have lived on land their entire lives and know how to get by amongst all other beings they have met in that time. Terran Hengeyokai know that their beast forms are considered cute to many Humanoids alike, and they will use it to their advantage. Generally they are social beings, but have learned the ins and outs to survive in these settings as well.
Ability Score Increase. Increase your Charisma score by 1. 
Friendly Face. You have proficiency in the Persuasion or Deception skill.
Terrestrial Form. When you use your Shapechanger trait to turn into a beast or hybrid, your walking speed is increased by 10 feet as long as you aren’t wearing armor. When you use your Shapechanger trait to change into a beast, your size is medium or small. 
Scurry. As a reaction when a creature misses you with an attack, you can move up to half of your speed to an unoccupied space.
Commentary: This is another 4e race, but this time we’ve gone and done more of a direct conversion. Because of this, a lot of the language used here is taken directly from the 4e version of the Hengeyokai. You can read more about how that race appeared in 4th edition here. On that note, in 4e the Hengeyokai has a dozen variants that each correspond to a very specific animal (dog, crab, or cat, for example), but in this rendition we’ve gone ahead and simplified things down to three categories in the spirit 5e’s design. This approach, while offering less specific flavor, aims to allow players who use this homebrew race to roleplay as an animal/humanoid hybrid with really any animal they’d like to. There are some edge cases where you still have ‘reflavor’ things as is often the case with 5e. For example, while a bat might not technically be an avian creature, the avian subrace provides the opportunity to experience the fantasy of shifting into a little flying creature at will regardless of the chosen animal’s real-world capabilities. 
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orderofthecube · 1 year
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A dwelf and a menagerie, both members of futuristic races, adventuring together.
A dwelf is half-dwarf and half-elf. With a heritage of caverns and forests, dwelfs make fine smiths and crafters skilled in both stone and wood, capable of creating aboveground structures as marvelous as those delved by dwarves. They also make excellent trackers and rangers.
Menagerie, common in the distant future, have recent relatives of at least four different races. Menagerie are as different as they are similar; they may sport tiefling horns, elvish pointed ears, dragonborn scales, or all three. A rare few inherit both bodily and magical strength, leading them to pursue great destinies as kings, warriors, and heroes.
Get the book for free/PWYW on DM’s Guild.
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maxpadelchampion · 19 days
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max really goes about his days threatening retirement to whoever will listen and praises charles to people who ask him stupid questions
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steventrustrum · 2 years
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Don't just add dark elves to your Savage Worlds fantasy game -- let your players be them
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petit-papillion · 1 month
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P1 and P2 🏆🥂
Australian Grand Prix | 24 March 2024
📸 Scuderia Ferrari
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palidoozy-art · 1 year
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Long time no see. Sorry, I'm usually a little... drained around this time.
Concepts for a D&D race for my players, called the Elunin. They took inspiration from the Khajiit (and obviously Viera), where they appear differently based on what phase of the moon they were born.
More info about them/me rambling under the cut.
So my players in my main campaign were interested in trying Pathfinder 2E, and I wanted a chance to play Kjosev more. So we decided we'd start a potential one-shot right before the Eclipse (a period in our world about 200-ish years ago when the sun went out for an entire year that set the world back drastically).
One of my players adores Viera, and he wanted to bring his FFXIV character into D&D/Pathfinder. We looked at adapting Beastkin or Harengon... but it didn't quite fit what we wanted. So the player and I worked together to conceptualize a race. He decided to call them the Elunin. The name isn't based off of the WoW goddess Elune -- he randomly generated it and happened to really like the name -- but it's a coincidence we're fine with.
Like I stated above, they took inspiration from the viera (obviously) and the khajiit. Depending on their birthday, they take on a different form. Those born under the new moon appear almost completely human, and those born under the full moon appear almost fully rabbit. Those born on the in-between phases sit somewhere... well, in-between.
They are effectively genderless until they reach a certain age, upon which they choose their gender role. Some never choose.
They do not have a traditional two-parent family unit -- rather, the entire group of them raise kids, and are effectively all treated as parents.
They revere the moon, thinking of it as their true parent, and so they view the stars as their siblings. They're heavily interested in the skies and space above (which they call the Great Warren), because they dream of one day visiting their siblings.
and yes the full moon rabbit can talk.
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fredwkong · 9 months
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Himbo Maker: Jean
Jean was deep into muscle. Ever since he’d been the smallest kid in his class every year in school, he’d felt an intense need to someday become the kind of guy who could really dominate a room with his body.
However, even as an adult, he was still a little guy. He’d tried for years, but no matter what, his dark-skinned body stayed slender. So instead, he spent all his free time on forums dedicated to muscle growth, living vicariously through the experiences of others as they gained muscle and posted pictures.
One day he received an unusual message request from another guy on the forum. He’d never seen him in the threads before, but his username was Himbo_mkr so Jean assumed he was probably here for roleplay.
Techie_jean: Hey man. What’s up?
Himbo_mkr: Not much bro. Just been chilling and looking at pix of muscley dudes. I noticed you don’t make many posts. You good?
Techie_jean: Guess I’ve just never done the smart thing and gotten myself a plan.
Himbo_mkr: Brah, you don’t need a plan! I can help you get big in just a few minutes! Wanna give it a shot?
Jean chuckled. Yep, this guy was looking for some roleplay. He looked around his room. Well, it wasn’t like he had anything else to do this afternoon but play video games and build some Gundam. He may as well have some fun with this guy first.
Techie_jean: Sure! What do I have to do first?
Himbo_mkr: The first thing you gotta do is get dumb, bro! Muscles aren’t made with smarts, you need to have nothing in your brain but flexing, eating, and fucking to really build hot muscle.
Straight to the point, huh! Jean was about to type a message in character as a dummy when he felt a tingling in his head. His brain suddenly felt like it was full of cotton, he was having trouble putting thoughts together. Slowly, he made his fingers move. He had to really focus to string the words together.
Techie_jean: Bro… What’s happenin to me?
Himbo_mkr: You’re getting dumb, bro! When a guy gets really serious about getting big muscles, the power to do it comes from all of his useless brains! The smarter he was at the start, the bigger and dumber he ends up.
Jean… supposed that made sense? He couldn’t figure out how this guy could be wrong. He wasn’t really the smartest guy, after all. He scratched his head and looked around his room. It was like it was changing before his eyes, but that couldn’t be right either. No more video games, just a pile of gay muscle pornos. His gundam and other dolls replaced with sex toys and gear that he used to show off his skinny little body. Jean was definitely not smart by any means.
Dummy_jean: Yeah bro, I’m pretty stupid. What were we talkin about?
Himbo_mkr: Getting you swole, huhuhu! Now that you’ve drained your useless brain, your muscles are gonna get huge, bro! You’re a big thick muscle bro!
Jean gasped as an indescribable warm sensation overtook his whole body. With a crack, his back, arms, and legs extended, making him a towering beanpole of a man. His muscles started to vibrate, and then expand. His legs jerked as his quads and then his hamstrings inflated, and were quickly balanced by a thick, jiggly muscle ass. His pecs burst forth from his chest to form a sturdy shelf, and then his back thickened along with his lats, belly, and growing arms.
Looking around, Jean took in the changing space. There was a new dent in his dirty mattress from his huge body, and a weight bench and rack in the corner. Of course, he had to lift all day every day to keep up his bulk. The walls and ceiling were covered in pictures of all Jean’s favourite bodybuilders, his inspiration and his jerk material.
Dumbro_jean: Whoa, bruh, my muscles are gettin huge!
Himbo_mkr: That’s not all, bro! That thick Quebecois cock of yours is keeping up too!
Quebecois? Jean was a bit dumb, sure, but he was pretty sure he’d grown up in Atlanta… Quebec City, right. His dick lengthened and lightened at the same time, and the pale skin tone rushed over his still-growing body. A healthy layer of fat followed, leaving him looking absolutely enormous. Above the blond behemoth’s bed, a Quebec flag unfurled on the wall, showing his national pride.
Jean could barely remember who he’d been before. He knew he’d been smaller… smarter? He’d been American. The idea that he’d so quickly become this huge pale Quebecois stud had him grunting and palming his dick. Soon he was close, cursing quietly in his deep new Quebecois accent.
QC_jean: Calisse, bro, gonna cum!
Himbo_mkr: Yeah brah! Shoot that musky hockey bro load.
Hell yeah! Jean grabbed a used athletic jock that had just appeared next to him. He remembered: he’d worn it for practice this morning, and it was still warm and wet with his sweat. He loved being on the ice, and being around a whole team of big, dumb, sweaty Quebecois hockey players meant he was always leaking in his jock. He held the pouch up to his nose to inhale the musk of his sweat and precum permeating the jock.
His whole room was ripe with used hockey bro gear. Jean hated cleaning any of his equipment while he was on a points streak, and it’d been a few weeks since he’d failed to score in a game. The hockey stuff scattered on the floor was ripe with stale sweat. Being a hockey bro was so fucking hot.
Jean’s thick cock unleashed a torrent of cum as he continued to curse in Quebecois. When he came down, he gave himself a sniff and looked back at his battered old laptop. It was only good for porn and surfing forums, but a bro like him didn’t need it for anything else.
Right now, the browser was open to one of his favourite sports jock forums. He had a post all ready to go, a pic of him after the last game, half undressed in his sweaty gear with his hair stuck to his face, looking like a perfect dumb hockey bro. Quickly, Jean also snapped a picture of his spent dick and sent it to his friend.
Hockey_jean: Include this too?
Himbo_mkr: Definitely, bro! You love showing off your hockey himbo body.
Yeah, this guy was right about everything. No one loved to show off that he was a hot hockey bro for the bros more than Jean.
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Inspired by a chat with a bot of my own creation. Format inspired by Codename: Bear_mkr by @biggerchanger
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dm-tuz · 2 months
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Play as an enigmatic Arachne. Commonly, these arachnoid humanoids are content with the company of themselves, but some individuals leave their solitude to seek influence, fame, and riches in the adventuring life! The Arachne player race has you covered with four different types of spider ladies to play in your 5e game. Which one will you choose?
If you enjoy this content consider subscribing to my patreon for the Arachne Premium Edition which will features additional player options, such as the Phaser subrace, has more artwork, and gives you VTT tokens and Handouts! If you are not a fan of patreon, consider checking out my kofi page instead!
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feraltwinkseb · 5 months
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The Glance Agenda™
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kaceypink · 1 year
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Here is a more complete write up of the Koslathi. The Kobold Illithid.
More Kobolds to come.
Art by @sofia-drawsmore.
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Ancestry: Heraldic (V0.1)
Alright, this time I'm going to try my hand at making a ancestry/lineage. I'll first explain the general concept, give a short lore explanation/example, and then provide the preliminary features. Feedback is welcomed and encouraged.
General Concept: This is actually, in a sense, my response to the Ardling that was playtested not to long ago for One D&D. It felt like they had an element missing in both versions they presented, for one. It also felt like they just ended up being less interesting versions of already existing ancestries (aasimar for the first version and general beastkin for the second). So, I decided one way you could make a divine beastkin sort of ancestry more interesting is to A) give it a more flavorful ability to represent their divine origins and B) embrace the otherworldly by making them a representation of fantastical and even divine hybrid animals like the mushussu and even unicorns in certain depictions.
Preliminary Lore: This actually still being worked out, but I have two paths to follow so far:
Option 1: A heraldic is born in response to the presence of a powerful celestial being known as a heraldic beast (name not final). Heraldic beasts are charged with protecting a certain group of people, family, or even piece of land from potentially malevolent entities like fiends and aberrations. Heraldics themselves are born into said group of people, often looking like their parents associated ancestry before beginning to develop more beastly features, eventually fully becoming a heraldic. Seem more common in places where a heraldic beast died trying to protect its charges, likely as some way to ensure someone will be there to protect them in its absence.
Option 2: Heraldics themselves are created to protect a group of people, a family, or piece of land. As such, they often become the de facto protectors of their charges. They often end up sharing the same appearance as their predecessors, but on occasion will manifest different abilities, likely with a different animal influence then others of their clan/tribe.
Appearance: Heraldics end up looking quite otherworldly, and not just because of their inherent chimeric nature. They often possess unusual coloration when compared to the common appearance of their component parts, such as having pearlescent fur/scales or golden eyes. More often then not, they possesses coloration that represents their apotropaic function, typically having coloration that their "wards" associate with good fortune or prosperity. Obviously, they end of being a humanoid mish-mash of various beasts. However, this can manifest in various ways, with the combinations of beasts varying from as little as two to even five or six in rare instances. These features often grow and manifest overtime, with usually only one beast component being fully developed at maturity. As more components reach "maturity", it can drastically change a heraldics appearance in chaotic seeming ways. For instance, a heraldic may start with a small set of bird-like wings fit only for gliding, then suddenly manifest a large set of bat wings later on in life that are capable of flight (while still keeping the smaller bird-like wings). Or perhaps the features will merge, becoming entirely unique in appearance (though perhaps a bit unsettling).
Creature Type: Humanoid (possibly Celestial)
Size: Medium or Small
Speed: 30 ft.
Age: Either around 200 or 300 if lore option 2. Longer when compared to their parents ancestry if lore option 1.
Natural Weapon: You possess a natural weapon associated with one of your beastly components, such as claws or horns. Your unarmed strike becomes 1d6 + Strength for damage and can be either Bludgeoning, Piercing, or Slashing (you choose at character creation). When you gain another Chimeric Form option, you can choose another one of the provided damage types to be an option when you make an unarmed strike with this feature, representing another natural weapon manifesting with your further development.
Chimeric Form: Choose one of the following options, representing the beastly component that first fully manifested. You choose another option at 3rd and 5th level. You can choose an option twice, with it becoming more powerful in certain ways:
Aquatic (shark, dolphin, plesiosaur, etc.): You gain a 15ft swimming speed and can hold your breath for 1 hour. If chosen again, the swim speed equals 30ft and you can breath both air and water.
Flyer (hawk, butterfly, pterosaur, etc.): When you fall at least 10ft and are not incapacitated or restrained, you can spread your wings and glide a number of feet equal to half your walking speed per and take no falling damage. You also only take half the fall damage you would normally take, even if incapacitated or restrained. If chosen again, you gain a 30ft flying speed.
Agile (leopard, rabbit, velociraptor, etc.): You add an additional 10ft to your walking speed and you have advantage on saves against being knocked prone. If chosen again, you gain a 30ft climbing speed and can add half your walking speed when making a running long or high jump.
Sturdy (elephant, tortoise, ankylosaurus, etc.): Your hit points maximum increases by 1, and increases by 1 again each time you level up. You also count as one size larger when determining carrying capacity and the weight you can push, drag, or lift. If chosen again, your hit points maximum increase by 2 instead of 1 each level up and you have an AC of 13 + Dexterity when unarmored.
Nocturnal (owl, cat, troodon, etc.): You gain 60ft of darkvision and can take the Hide action as a bonus action when obscured by dim light or darkness. If chosen again, your darkvision increases to 120ft and you gain 10ft of blindsight.
Burrower (mole, fox, thrinaxodon, etc.): You gain a 15ft burrowing speed (loose earth only) and have 10ft of tremorsense. If chosen again, the burrowing speed becomes 30ft and you can now burrow through unworked stone.
Apotropaic Presence: When you are targeted by an attack or forced to make a save by an aberration, fey, fiend, or undead, you can use your reaction to make that creature roll at disadvantage for that attack or make yourself roll at advantage if they force you to make a save. You can do this an amount of times equal to your proficiency bonus per long rest.
Heightened Senses: You gain proficiency in either Perception or Survival.
Again, feedback is welcome and appreciated!
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Hamadryad, A Player Race
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[Art from Dragon Magazine #101]
Transcription:
Hamadryad Traits
Ability Score Increase. Increase Wisdom by 2, and increase Charisma by 1.
Languages. You can speak, read, and write Common and Sylvan.
Creature Type. You are a Fey.
Life Span. Hamadryads have a lifespan of about 300 to 400 years.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Tree Stride. On your turn, you can use 10 feet of your movement to step magically into one living tree within your reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Eyes of the Forest. You have proficiency in the Nature skill.
Speak with Beasts and Plants. You can communicate with beasts and plants as if you shared a language.
Commentary:  Hello! My partner really wanted a 5e race for dryads, so we looked at what 4th edition offered and workshopped this together! It hasn’t been playtested yet, but I’m excited to hear what your thoughts are :>! I think the speak with Beasts and Plants trait might be a little too much considering that speak with plants is a 3rd level spell on its own, but ultimately it seemed really fitting and I don’t think it’s the kind of thing that would really break the balance of a campaign; it’s not something that would enable powergaming.
     Also, Tree Stride might be too strong as its written here, but I was considering that since it’s likely that many sessions could go by without the ability even ever coming up, it’s alright for it to be a little bit on the strong side. 
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