I have an animation with root motion. Here is how it moves:
When I change the Rig from "Generic" to "Humanoid", it loses the root motion and instead walks in-place:
How do I keep the root motion intact while using the Humanoid Rig?
I have found out that I influence how the model is being moved by the animation by changing ""Root Transform Position", etc. but I wonder why I have to struggle with them at all. I have not been able to reproduce exactely this motion, so I wonder what is going on here and if it’s normal that users have to struggle so hard to simply keep the rotation motion as in the original Generic rig.
Can a ranger pick two humanoid races as their favored enemy at level 1, and then two more humanoid races at level 6 or level 14?
My reading of the Favored Foe feature is that any time the ranger chooses a favored enemy, be it at Level 1, 6 or 14, the ranger may alternately choose two humanoid races instead of one non-humanoid creature type. However, D&D Beyond does not allow a player to choose two more humanoid races at level 6 or 14 if they have previously chosen two humanoid races at level 1 or 6.
Is my interpretation of the Favored Foe feature incorrect, or is D&D Beyond’s implementation incorrect?
Note: My question is similar, but not a duplicate, to this one. That question is about a scenario where a ranger chooses a non-humanoid creature type as their favored enemy at level 1, and then wants to choose two humanoid races at level 6. My question is about a ranger who chooses two humanoid races at level 1, and wants to choose two more humanoid races at level 6.
I am currently working on a Homebrew D&D 5e race and one of the ability’s I am working on is the power to mimic any object that you are familiar with unless is’s a gadget like a magic orb or such (Books get a pass). I have tried testing it, but couldn’t since everybody I knew that played D&D was offline and working so here I am asking for help.
First of all, the race is of abyssal origins without sporting the colors that remind people of hell, actually they look more like they are from the void so they can hide in the shadows. Their gigantic glowing white eyes help them see in the dark making the them good guides and their speed can help them race circles around enemy’s though they aren’t good with charisma since they lived in the shadows for so long. They aren’t very trusted for partly the same reason as tieflings, Their alignment usually leans towards neutral but ones that want more freedom lean towards neutral chaotic and ones that trust other races more are lawful good or neutral good as. They are as big as Shy Guy from SCP with the body of a healthy human being but still with skinny arms that are just thick enough to not show bones. Basically it’s what the title says except with better eyesight and a Shy Guy like humanoid form replacing the original mimic form. I am going to far in. It’s like this mimic homebrew race from dandwiki but with more powerful options.
Racial traits weren’t listed so here we go:
Ability Score Increase. Dexterity +2, Constitution +3
Long limbed. Your long arms allow melee to reach up to 5 extra feet
Light footed. You are fast and nimble. Your speed gains 10 extra feet
Shape changer. You can change your shape into something you are familiar with, when you change shape you change your height.
Darkvision. You can see 60 feet in the dark but only see black and white.
Medium. Your default size is medium.
Savage Species lists some rituals through which a creature can–in one example given–transform from an ogre into an elf.
If nothing else, it’s an interesting and evocative idea: a 6th level ogre barbarian who tires of racial prejudices and transforms into an elf. His RHD disappear, and he becomes a 6th-level elf barbarian. His lower effective level means he can no longer travel with ECL ~12 parties, but he decides to do it anyway. Heck, maybe he did it partly because he was tired of that +2 LA that Savage Species likes to pretend isn’t a big deal.
Unfortunately, losing all those hit dice is far from the worst thing that happens to him. Doing any of the book’s major rituals means his physical ability scores become, at best, 11/13/9. Considering his ogre-born mental scores aren’t picking up much slack either, this is pretty much unacceptable for a barbarian in all but either very silly or very gritty games.
Is there any printed way around this, or to compensate for this beyond things like wishing for inherent bonuses and equipping magic items (which any high level barbarian is going to get anyway, so the transformed elf barbarian still finishes with noticeably poor scores)?
The Lords of Madness book states the dietary needs of an illithid.
A mind flayer must have a minimum of one fresh brain per month. Any less than that and it suffers physical debilitation, becoming so weak that it could die. Its ideal diet is one brain per week. A mind flayer that consumes one brain a week does not feel deprived. It can eat more than that for enjoyment and for the psychic boost, and it will if brains are plentiful.
Given those numbers, what ratio of humans to illithid would be necessary to prevent starvation, and what ratio would be ideal for illithid? Assuming that they’re not getting new captives, just breeding existing captives to replace the ones they eat.
I would like the answer to be detailed enough that I could calculate ratios for other races that are capable of reproducing faster or slower than humans, as well.
I find the term Humanoid to be (obviously) human centric, and am looking for a more generic term to use in place of it to define all intelligent creatures that exist in standard society of these fantasy worlds. A few examples of what I’m looking for:
- A small hamlet town consisting mostly of gnomes, halflings, dwarves, and a small spattering of humans likely wouldn’t refer to themselves as "humanoids," so what would they call themselves?
- A human player character is new in town and walks up to an elven resident, the elf would find it quite rude to be asked "What humanoids make up the general population here?" I suppose ‘races’ or ‘species’ might work here, but I think those would also be taken offensively.
- A Beholder looks down on the intelligent residents of the realm and laughs at "those pitiful humanoids!" What if the beholder had never met a human, only the more rare races; where did it get the term ‘humanoid’ then?
My campaign is DND 5e set in Eberron, but any term from any setting or TTRPG or otherwise would work.
There is a class feature for spores druids called Fungal infestation, and in the rules it is stated:
If a beast or humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie statistics. It remains animate for 1 hour, after which time it collapses and dies.
So, if a bandit dies within 10 feet of a druid of spores, and the druid doesn’t revive him (already spent reaction on the turn or whatever) can he use the reaction to revive next turn?
According to 5e lore, the Mind Flayer / Illithid lore reproduces via ceremorphosis: a tiny illithid-creature eats its way into the (sentient) target’s brain, forcing transformation to occur some time later.
Under what conditions is this either preventable &/or entirely reversible (Regeneration or Mind Protection rings, restorative / regenerative spells, back-up clones, polymorphs… anything at all)? Is there, once again, nothing lower level than Wish to solve this?
This is valuable for DMing & story-construction: many transformed illithids might / would / could miss their previous existence (such as an Illithid Arcanist or Mind Witness might). If such a reversal is possible, it would be fine to know.
I was wondering when creating a race in Pathfinder, are you able to give them two racial type qualities like Fey and Humanoids for example? Or is it just one type only?
Some class and race features allow a character to “count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.” (Eberron warforged Juggernaut) or “Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.” (barbarian path of the totem bear)
Would these characters be able to wield a two-handed weapon (eg maul) with one hand?