I would like to make a race of raptor people for my world: The Mitarn.
Your are a member of the Mitarn race, a species of sapient maniraptorans (Raptors). Mitarn seek to live in harmony with nature, using tooth and claw to survive.
You have a number of traits stemming from your status as a raptor.
Ability Score Increase. Your Dexterity increases by 2, & your Wisdom increases by 1.
Age. Mitarn mature and age similar to humans.
Alignment. Mitarn are normally neutral good, tending to seek to protect nature.
Size. Mitarn are 4 to 5 feet long and 8 to 10 feet long, and weigh 50 to 100 pounds. Your size is Medium.
Speed. Your base walking speed is 40 feet, and you also have a climbing speed of 30 feet.
Claws. Your middle two toes have wickedly sharp curved claws, which are natural weapons, usable to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, rather than the bludgeoning damage typical for an unarmed strike.
Bite. Your maw is lined with sharp teeth, and is a natural weapon, usable for unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier, rather than the bludgeoning damage typical for an unarmed strike.
Pounce. If you move at least 20 feet on a turn in combat and hit a creature with your claws with an attack, you can make an attack with your bite attack.
Survivalist. You are proficient with Stealth and either Perception or Survival.
Primeval Surge. You can fill your body with a surge of the speed of the wild for a moment. As a bonus action, you can double your movement for the entire turn. Once you do so, you can’t use this trait until you move 0 feet on a turn.
When compared to official races (In the Player’s HandBook, Volo’s Guide to Monsters, and Guildmaster’s Guide to Ravnica), is this race balanced?
Some backstory: this is already in play. We play a homebrew space campaign. My DM is very lenient and the table doesn’t care all that much about balance as long as everyone has fun. Surprisingly, the Four-Armed trait rarely comes into play so far (I’m playing a Hunter Ranger using a longbow). That said, I want to know how it stands compared to the other playable races, here are the traits:
The Virashti are a race of blue-skinned, four-armed geniuses that lives in forest cities. They have learned how to balance advancing technology while preserving nature. They have the best education system in the galaxy.
- Ability Scores Increase. Your Dexterity score increase by 2, and your Intelligence score increase by 1.
- Age. Virashti mature about the same rate as humans, but they can live up to 100 years.
- Alignment. Most Virashti are good in nature. They generally don’t have a preference towards lawful or chaotic.
- Size. Virashti range from 5 feet to over 6 feet tall. Your size is Medium.
- Speed. Your base walking speed is 30 feet.
- Darkvision. Accustomed to twilit forests and the night sky, 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 color in darkness, only shades of gray.
- Four-Armed. Your morphology has grant you an extra set of arms. These arms can be used for tasks such as, performing somatic components of spells, grappling, or wielding weapons. Once per turn, you can also draw, stow, or interact with an object requiring no action, assuming you have a free hand.
When you attack with a weapon that does not have the Heavy property, you can make an off-hand attack using a separate weapon that also does not have the Heavy property using your bonus action. This off-hand attack does not add your ability modifier to the damage rolls, following the rules of two-weapon fighting.
Furthermore, you cannot use a shield while you are wielding a weapon with the Heavy property, or wielding more than one weapon simultaneously.
- Virashti Training and Knowledge. You are proficient in the Athletics or Sleight of Hand skill, and one skill of your choice from the following list: Arcana, History, Investigation, Nature, or Religion.
- Languages. You can speak, read, and write Common and Virashti.
Now, obviously the big thing is that Four-Armed trait. Yes, this does mean that you can dual wield longswords (or equivalent) and rapiers right out the gate, making the Dual Wielder feat less appealing (if not obsolete). This also means that you can dual wield non-heavy two-handed weapons such as, greatclubs, light crossbows, or shortbows.
I’ve compared it to races like Aarakocra, which gets flight, and Satyrs, which gets magic resistance, and feels like this is pretty balanced, or at least comparable to them. Dual wielding shortbows is especially comparable to variant Humans picking up Crossbow Expert, if not worse.
Is this race overpowered when compared to other 5e races? And if so, how can I improve balancing this race?
This is my first time homebrewing a race. I want to know that if it is balance or not.
Also, if not, what should I change to balance it.
Race: The Chosen One
The Chosen One Traits
Ability Score Increase. One ability score of your choice increased by 2.
Age. The Chosen One is just a random human, who was chosen by the fate. S/He have no difference from a normal human, mature at the same rate, and live to the same time as of a normal human.
Alignment. The Chosen One can be any alignment.
Size. Just a normal human. Your size is Medium.
Speed. Your base walking speed is 30 ft.
Languages. You speak, read, and write Common.
Proficiency. You gain one proficiency of your choice, it can be a skill, weapon, or armor proficiency.
A Little Help From The Fate. You can add a d2 bonus to one of the dice roll you make, it could be attack roll, damage roll, ability checks, saving throw and etc. Once you use this feature, you can’t use it again until you finish a long rest. On level 5, this bonus became d4.
Protected. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Blessed Attack. Once per day you can add a d4 damage to one attack that only target 1 creature/object, that damage’s type is the same type of the types that attack have. After you use this trait, you can’t use it after a long rest(Which means that you need to wait one day and take a long rest too.) At level 4, that damage became d6, d8 at level 8, d10 at level 12.
I recently got the idea of hagspawn race. Hags generally reproduce by eating children and getting pregnant with a child. If that child is a girl, then when she reaches 13 years of age, she becomes a hag like her mother. This race is not supposed to be a half-hag , but a child conceived by the aforementioned method.
- Base race:
- Ability Score Increase: Your Charisma score increases by 2.
- Age: Hagspawn mature at the same rate as humans. Females become full-blooded hag by the age of 13, while males remain hagspawn fo their entire lives. Males live for around 400 years, while females live as long as their mother hag (Green- 1000; Night- unknown,longer than dragons; Annis-500 years; Bheur-???)
- Illusory Appearance: You can cast the Disguise Self spell once using this trait. You regain the ability to do so when you finish a short or long rest.
- Claws: Your claws are natural melee weapons, which you can use to make unarmed strikes. You can use either Dexterity or Strength for the attack roll of this attack. If you hit with them, you deal slashing damage equal to ld4 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
- Mother’s Knack: You gain proficiency in either Deception, Persuasion, Intimidation or Arcana.
- Languages: You can read, speak, and write Common and Sylvan. Sylvan uses the Elven script, but Sylvan itself is thought to be far older than Elvish.
- Green: Your mother was a scheming, swamp dwelling green hag. Distinguishing traits of these hagspawn include: mismatched eyes and red or green hair.They are genarally scrawnier than other hagspawn, though no less dangerous.
- Green Hag Magic: You know the Minor Illusion and Vicious Mockery cantrips.
- Tongue of The Forest: Through sound and gestures, you may communicate simple ideas with Medium or smaller beasts.
This is it for now. I appreciate all criticism. I would like some advice on how to create subraces based on other hag types.
I’m wondering if this race is balanced or not. I appreciate all criticism. Here are the traits:
- 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 color in darkness, only shades of gray.
- Fey: Your creature typ is fey rather than humanoid.
- Otherworldly Inspiration: You have 4 Otherworldly Inspiration dice, each one of which is a d6. You regain all dice when you finnish a long rest.
- Fey Charm: As an action you can force a creature to make a Wisdom saving throw. If the creature fails, it becomes charmed by you for one minute, during which you have to Concentrate as if on a spell. The spell ends early if you or any of your allies deal damage to the creature. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. It stops moving when it’s 5 feet away from you, instead it just stares at you and listens to your voice. Using this ability costs you two Otherworldly Inspiration dice.
- Dark Muse: As a reaction when a creature that can hear you makes an ability check, you can roll one of your Otherworldly Inspiration dice and add the number to the results of the Creature’s ability check. The Otherworldly Inspiration dice rolled is expended.
Tasha’s Cauldron of Everything introduces new character options. In the Customizing Your Origin subsection, there is a side panel that details the Custom Lineage options.
This option allows you to, "instead of choosing one of the game’s races for your character at 1st level", select among a few options to shape your character’s origin.
It is unclear if the resulting character is actually part of an official race, for the purpose of picking racial feats, attuning to race specific magic items, or picking race specific subclasses.
I’ve built a homebrew race for born lycanthropes of different varieties. I’ve referenced the Order of the Lycan Blood Hunter class and NPC Werewolves while I was building it and used my imagination for some of the other strains of Lycanthropy (Weredrake, Bat, Etc.)
I had two aims while making this race. My first aim was to have all the different types be obviously part of the same group but all offer something a little different in terms of their flavor and what they offer mechanically. The second aim was to really convey that Lycanthropy was both a powerful gift and an impractical curse in the life of a person, but as a born lycanthrope they could slowly learn to control it over time if they wished to try, and as a result function more normally in everyday life. Could you help me get to a point where benefits and drawbacks are well balanced and suggest any points where some more flavor might be needed to explain some mechanical decisions? The aim, while making sure the class isn’t too OP is to have some really strong abilities that balance out with some big drawbacks rather than nerfing it to have small benefits and small drawbacks.
Link to the class page on DND Beyond is Here.
Can a glyph of warding be set to activate if a creature of a specific humanoid race touches it? For example, could a glyph of warding be set to activate if a changeling touches it, as a way to detect a disguised changeling?
The tarrasque is a fearsome one-of-a-kind monster with a terrifying bite, an impenetrable carapace, and unbeatable regenerative abilities. It’s also big, dumb, and ugly. The mini-tarrasque is mostly similar to other humanoids, but also possesses approximate versions of the legendary beast’s most noteworthy qualities.
+2 Constitution, -2 Strength. Without the benefit of size, the mini-tarrasque is surprisingly weak. However, it still possesses exceptional fortitude.
Medium: As a Medium creature, the mini-tarrasque has no special bonuses or penalties due to its size.
Mini-tarrasque base land speed is 20 feet.
Augmented Natural Weapon: The mini-tarrasque has sharp teeth and a powerful jaw. It can attack with its bite as a natural weapon, dealing piercing and bludgeoning damage equal to 1d6 plus its Strength modifier on a successful hit and threatening a critical hit on a natural attack roll of 19-20.
Blindsense: Though it lacks the finely-tuned scent ability of the full-sized tarrasque, the mini-tarrasque can use its ears and nose to notice the presence of things it cannot see. It has blindsense out to 15 feet.
Cause Fear: Once per day, when the mini-tarrasque charges or attacks a creature, it can affect that creature as though using the cause fear spell with a caster level equal to the mini-tarrasque’s level and a save DC of 11 + the mini-tarrasque’s Cha modifier. This is a supernatural mind-affecting fear effect.
Rush: Once per encounter, the normally slow-moving mini-tarrasque can move at a speed of 90 feet.
Deflection: Despite not having a reflective carapace, the mini-tarrasque’s flesh is still able to occasionally bounce away rays, lines, cones, and even magic missile spells. Whenever the mini-tarrasque is targeted by such an effect, it can roll a d6. On a 6, the mini-tarrasque ignores the spell or effect.
Fast Healing: In contrast to the full-sized tarrasque’s complete immortality, the mini-tarrasque can be slain in ordinary combat. However, its body still heals at an extraordinary rate, allowing it to regain 3 hit points at the beginning of each of its turns. Unlike to most creatures with fast healing, the mini-tarrasque also regrows lost limbs or body parts after 3d6 minutes. It can reattach a severed member instantly by holding it to the stump.
Immunities: The mini-tarrasque is immune to ability damage and effects that would cause incurable wounds. Anything that would inflict ability drain deals ability damage instead. The mini-tarrasque automatically succeeds on saving throws made to avoid permanently losing one or more levels due to energy drain. If it would gain negative levels greater than or equal to its level, it instead gains negative levels up to a maximum of one less than its level.
Energy Resistance: The mini-tarrasque has resistance to fire 15.
+2 racial bonus on saving throws against disease, poison, and energy drain. If it succeeds on its saving throw(s), the mini-tarrasque can overcome any disease or poison without the need for magical assistance.
+2 racial bonus on Listen and Spot checks.
Automatic Languages: None. Bonus Languages: Abyssal, Celestial, Common, Infernal.
Favored Class: Fighter. A multiclass mini-tarrasque’s fighter class does not count when determining whether it takes an experience point penalty for multiclassing
Level Adjustment +2.
Why I did what I did
My overall goal was to bring the "unstoppable" feeling of the army-flattening tarrasque to something that can actually be built upon with normal classes in a reasonably-leveled setting.
I scaled down the tarrasque by reversing the size-increase process in the MM and found that it actually had 8 Strength and a ton of Constitution. The DMG says that +Con -Str isn’t an even trade, but gnomes have it, and it can be accomplished by passing through Dex (+Con -Dex, +Dex -Str) and I wanted to make the non-magical-beast version not have a puny smooth brain, so that’s what I went with.
Speed I kept at 20. Dwarves are also Medium with 20 feet, but can wear armor without slowing down. Mini-tarrasque’s upside to being slow is the rush ability, which (like everything else about it) is substantially nerfed from the regular-tarrasque version. But 1/minute and 1/encounter seem almost identical unless you’re going on an hour-long city rampage, so it seemed reasonable to make the 12-Con mini-tarrasque need a bit more rest between rushes than the 35-Con mega-tarrasque. The speed of the rush itself was nerfed down to the level of an aarakocra’s flying speed, since they’re also a listed Medium race that normally walks 20 feet per round.
Since the dawn of time, the tarrasque’s bite has been its most powerful weapon, able to crit on an 18 and inflict extra pain when that lands. But this tarrasque has a smaller mouth, and Savage Species suggests a LA increase for having more natural attacks than an equal-level fighter gets weapon attacks (in this case, one) or being able to deal more damage than a one-handed simple or martial weapon. I think natural weapons are light, so I gave it basically the same stats as a shortsword.
+1 LA for blindsight (which other abominations have, while the tehcnically-not-an-abomination tarrasque has blind-fight)? +1 LA for scent (which the tarrasque actually does have)? Naw, dawg. Let’s take the minimum stated range for scent and turn it into blindsense. Something that conveys the tarrasque’s extraordinary senses without actually being all that powerful.
According to Savage Species, Frightful Presence is worth +1 LA. Without RHD, though, that is an abysmal trade. So I made the tarrasque’s fear effect more like a quickened SLA, once a day. It’s smaller, so obviously it’s less intimidating. Still, probably enough to scare a common guard or what have you.
Being totally immune to rays, lines, and cones felt way too good. That’s a huge number of (sometimes very dangerous) attacks that the tarrasque can ignore. In 1e/2e, it was a d6 to decide if the attack was reflected or bounced harmlessly off. So I took that rate (about half of 3.5e tarrasque’s reflection rate) and made it the odds of the attack bouncing off versus hitting you normally. I felt like that kept a good portion of the idea intact, without increasing mini-tarrasque’s power too much?
Regeneration is the second of the tarrasque’s most famous and important abilities, but the fact that nothing deals lethal damage to it seems like it’d be entirely busted for most of a campaign. I kept its ability to recover from damage (including dismemberment, albeit at troll speed rather than tarrasque speed), but going from regeneration to fast healing makes the mini-tarrasque actually killable. It also gives a +1 to LA (instead of +2), according to Savage Species.
Like with being able to regrow/reattach body parts, I wanted the mini-tarrasque to be able to keep on trucking even against draining attacks. Almost no non-undead in the game has anything like this, so unsurprisingly Savage Species doesn’t even have anything to say about it. But all abominations–tarrasque included–have immunity to these things, so I gave it a sort of "resistance to ability damage/drain and energy drain", based on how the horizon walker prestige class "resists" exhaustion. The energy drain immunity doesn’t actually let it do that much that other races couldn’t (since it still suffers penalties while fighting with drained energy), but it fits with the theme and lets it avoid two of the most frustrating things that can happen to a character.
Again, immunity downgraded to resistance. Every version of the tarrasque is immune to fire (which is also in line with the fact that all abominations have an energy immunity, so it felt important to keep), but without the fire subtype (which would lead to cold vulnerability) that seemed like it might come with a hefty cost. Theoretically LA+1 for resistance to a single energy type of less than 20.
Keeping with the trend of "immunity to resistance", I gave mini-tarrasque dwarf-sized bonuses to saves against diseases and poisons, which for the normal tarrasque are immunities. I also gave it the ability to recover from magical diseases or whatever–basically just mummy rot, since that’s something that the tarrasque specifically calls out as being immune to, and that keeps with the running idea of not getting slowed down by some incurable effect other than being killed.
Tarrasque has +8 to Listen and Spot. Standard races (like elves) get +2 instead, so that’s what mini-tarrasque gets, too.
By default, the tarrasque doesn’t speak. Other abominations get Abyssal, Celestial, and Infernal, though, so now that the creature in question has more than 3 Intelligence, it has the potential to learn some languages. Not having Common available seems like it’d be pretty inconvenient for an intelligent avatar of destruction, so I threw that in as another bonus.
Tarrasques fight. Fighters fight. I also considered barbarian, but felt like fighter was a more commonly-used favored class.
As you can see, I basically included Savage Species level adjustment increases only for the things that I had no choice but to increase LA for. I also left out things that would have forced me to increase LA beyond the absolute essentials (in my opinion, the things that most define a tarrasque but which are explicitly stated to give LA are regeneration and fire immunity). So, no horns/claws/tail, no natural armor, no spell/psi resistance, and certainly no +17 strength modifier. Even an LA of +2 is pretty rough (far more than Savage Species tends to balance around), I think, so I wanted to pack as much into those two adjusted levels as I could.
But did I pack too much? Or maybe even too little? Did I overlook anything that actually makes the mini-tarrasque way more or less effective than I’m thinking? If it’s stronger than the typical LA+2 race, that’s fine, because the typical LA+2 race is pretty awful. But if it’s way too dominant compared to every other possible option, then that would be not great.
The various subtypes of dragonborn in D&D 5e have different elemental resistances (acid, cold, fire, lightning, poison). Tieflings similarly have fire resistance, and I would estimate that a variant tiefling with, say, cold or poison resistance instead would be equally balanced.
However, suppose I want to give a race resistance to one of the physical types: bludgeoning, piercing, or slashing. For example, a dragonborn subtype with slashing as its one resistance, or a tiefling with piercing resistance.
Would this be overpowered?