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D&D 5E homebrew race stats

Curupira Dec 14th, 2016 (edited) 151 Never
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  1. Homebrew dark elves (feidarashi)
  2. Descended from rogue fey which wished to experience life and death instead of the eternal stillness of the fairy lands. Feidarashi were leanan sídhe-like fey which inspired humans in exchange for the vital force to acquire souls and bodies. They seek to experience feelings and thrilling sensations.
  3.  
  4. Elf traits
  5. +
  6. >Sídhe curse: once per long rest, the feidarash can target a creature up to 60 ft. The target suffers a penalty at all attack, damage and atribute tests, and all saving throws, equal to the feidarash's proficiency. The curse lasts until the elf's next turn. A creature can't be affected by other sídhe curse for the next 24 hours.
  7. ==========================================================================
  8. Homebrew ice/mountain dwarfs (shardokan)
  9. Mountain dorfs actually fitting to living in high and cold altitudes. They live underground during the winter, mine ice from glaciers, and use stone, ice and pykrete as building materials. Based on slavic and natice siberian/inuit cultures.
  10.  
  11. Dwarf traits
  12. +
  13. >+1 Strength
  14. >The "dwarven resilience" also works for cold.
  15. >It also gains "icecunning", works just like "stonecunning".
  16. >Proficiency at the athletics skill.
  17. >Mountain Born. You're acclimated to high altitude,including elevations above 20,000 feet. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.
  18. =========================================================================
  19. Anphibians (umok)
  20. As shown in http://alexandreleoniart.deviantart.com/art/Umok-588463345 they don't have legs,and  a powerful beak-like mouth. Like to chew on things just to erode the always growing beak. From the tropical archipelago which is their home, sail and settle on islands, coasts and places next to water, which they can breathe in, but can't drink salt water neither survive the cold of the open ocean.
  21.  
  22. >+2 Constitution
  23. >+1 Strength
  24. >Walking speed 25 feet
  25. >Swimming speed 30 feet
  26.  
  27.  
  28. >Bite attack (1d8 piercing): if the umok's attack roll exceeds the targets CA by 5 or more, the bite's damage is maximized.
  29. >mordida iniciar grapple?
  30. >língua de sapo
  31. >saliva de komodo, pode cuspir em ferimentos expostos para causar bleed
  32. >engolir criatura pequena
  33. >Entre cada descanso longo, tratar uma refeição como uma poção de cura ou recuperar um pv.
  34. >Sabe falar uma língua a mais.
  35. >Consegue fazer ventriloquismo.
  36.  
  37. >Cauda mais longa ser boa para usar items
  38. >armadura natural
  39.  
  40.  
  41. >Proef with light armor, net, maul and spear.
  42. >Proficiency in survival skill.
  43. =========================================================================
  44. Weird half-demons/aliens (lilim)
  45. As seen in http://alexandreleoniart.deviantart.com/art/Lilim-607161744 they resemble a sort of Grey. Nefilims are hungry, alien-like demons/alien creatures which parasite beings with souls to reproduce. One of them, Lilith, created lilims when the Nefilim invaded the world. Adopted by a goddess, the lilim helped the mortal races as how to understand and fight nefilims, but are loathed for their demonic heritage even centuries later.
  46.  
  47. >+2 Int
  48. >+1 in an atribute of your choice
  49. >medium size
  50. >walking speed 30 feet
  51. >demoncunning: whenever you make an Intelligence (arcana) check related to nefilim, you are considered proficient in the arcana skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
  52. >Mental intrusion: once per short rest, the lilim may attempt to invade someone's mind up to a 30 feet distance. He makes an insight check against the target's wisdom. If the lilim suceeds, he learns a secret kept by the target, determined by the DM. Any target immune to psychic damage is also immnune to this trait.
  53. >Omniphagia: once per long rest, the nephilim may attempt to absorb the essence of an object or creature. To do so, he needs to touch it. This causes force damage equal to his level at a creature (half if said target passes a Cons saving throw equal to 10 + the lilim proficiency), healing the corresponding number of hit points. When used in objects, it always causes half damage. Creatures and objects affected by this ability present flaky and grey surfaces or skin.
  54. =========================================================================
  55. Homebrew hobgoblin (komatai)
  56. While elves descend from fey which wished to escape, komatai descend from fey forcibly enslaved and recruited by a legendary human warlord. This made them resentful of 'civilization', so they solve problems and develop technologies based on more natural means, like creating the composite bow and taming dinosaurs instead of archiving scrolls and building water wheels. Many are nomads which raid the southern borders of the main empire. Replace the orcs of other settings.
  57.  
  58. >+2 Dex
  59. >+1 Wis
  60. >medium size
  61. >walking speed 30 feet
  62. >proef with shortbow, longbow, falcata and falx.
  63. >darkvision 60 feet
  64. >Proficiency with survival skill
  65. >wildcunning. Whenever you make an Wisdom (animal handling) check related to wild animals, you are considered proficient in the animal handling skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
  66. >Wild omens: the hobogoblin seeks guidance from his tribe's spirits through a ritual hunt, making a survival skill check. It works like the augury ritual (pg. 215), but doesn't need material components, with the omen itself being given through the hunt sucess or failure, as well as small signs interpreted by the hobgoblin (a trail of blood, the pattern of broken branches, fur markings of the hunted animnal etc). Independent of sucess or failure, it can only be attempted again after a short rest: you don't want to abuse the spirits' willingness, do you?
  67. =========================================================================
  68. Homebrew goblin
  69. The fairy lands punished mortals for the enslavement which created hobgoblins, exchanging countless mortal babies for changelings similar to what morals had made out of their kin. Goblins descend from those changelings, and the childish heritage is reflected in their size, creative but wild mentality and penchant for hoarding collections of similar items, from spoons to shrunken heads and anything in between.
  70. You can count on a goblin to think of anything no one has thought of before, and often it works: developing their own cities on the high lands where the nomad hobgoblins can't reach them, figuring out how to salvage sunken ships, making saltpeter out of other people's garbage, popular works of literature...
  71.  
  72. >+2 Dex
  73. >+1 Int
  74. >small size
  75. >walking speed 30 feet
  76. >Proficiency at perception and investigation skills
  77. >Nimble escape: can use disingage or hide as a bonus action
  78. >Tinkering: he can improvise weapons, armor and tools, using whatever he can find nearby. Once per short rest, he can attempt a perception skill check. If he suceeds, can create one of the following items:
  79. -melee weapon which lasts one minute. It causes 1d6 damage, and the goblin may choose if it is piercing, slashing or blunt, and up to one propriety.
  80. -ranged (distance 30/60) weapon which lasts one minute. Includes 10 projectiles. It causes 1d6 damage, and the goblin may choose if it is piercing, slashing or blunt, and up to one propriety.
  81. -armor which grants 12 CA + Dex, lasts one minute.
  82. -a tool which allows to apply the proficiency skill at a single test, whetever he suceeds or fails. It breaks afterwards.
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