I want my Ogrillon, they are only Half Ogres after all.
Oh that reminds me. Why the heck cant we get a large size character? I'd definitely play a Ogre.
It messes up damage. Large creatures do an additional damage dice on melee weapon attacks.
I'm sure if you put a level cap on how much extra damage you can deal, it could work
An additional 1d4 to all melee weapon attacks (weapons, natural weapons & unarmed strikes) until level 10 then up to 1d6 wouldn’t be particularly OP.
That could work. Still make some crazy powerful monks at low levels.
And at high levels. Every punch could do 1d10+1d6+Str at max. But it’s still no that bad.
Er... Monk.... Dex instead?
And how exactly would that interact with Martial Arts? Since Martial Arts replaces the normal weapon die, would you still get the Racial extra die when using your Martial Arts die?
Your arms are very long, reaching past your knees. The reach of all of your melee attacks increases by 5 feet.
Hard Hitting
You hit like a ton of bricks. Your Unarmed Strikes and Natural Weapons do an additional 1d4 damage of their usual type.
Ability Score Increase
Your Strength score increases by 3, your Constitution score increases by 1, and your Intelligence score suffers by -2. Your Maximum Strength score increases to 24, however your Maximum Dexterity, Intelligence and Charisma scores drop to 18.
Age
Ogrillon have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.
Size
Ogrillon are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Thick Hide
You’re hide is tough and leathery, you gain a +2 bonus to your Armor Class when you are not wearing armor. You’re also naturally insulated against cold climates, as described in chapter 5 of the Dungeon Master’s Guide.
Languages
You can speak, read, and write Common and Giant.
And this as a Racial Feat:
Your Strength score increases by 2, and your Maximum Strength Score increase to 26. Your Maximum Dexterity Score increases your 20. The additional damage die dealt by your Hard Hitting feature increases to 1d6.
I want my Ogrillon, they are only Half Ogres after all.
Oh that reminds me. Why the heck cant we get a large size character? I'd definitely play a Ogre.
It messes up damage. Large creatures do an additional damage dice on melee weapon attacks.
I'm sure if you put a level cap on how much extra damage you can deal, it could work
An additional 1d4 to all melee weapon attacks (weapons, natural weapons & unarmed strikes) until level 10 then up to 1d6 wouldn’t be particularly OP.
That could work. Still make some crazy powerful monks at low levels.
And at high levels. Every punch could do 1d10+1d6+Str at max. But it’s still no that bad.
Er... Monk.... Dex instead?
And how exactly would that interact with Martial Arts? Since Martial Arts replaces the normal weapon die, would you still get the Racial extra die when using your Martial Arts die?
Not when your max Str is 24-26 and your max Dex is 18-20. And I did say “in addition,” so added to or “plus” 1d6, as in on top of.
I want my Ogrillon, they are only Half Ogres after all.
Oh that reminds me. Why the heck cant we get a large size character? I'd definitely play a Ogre.
It messes up damage. Large creatures do an additional damage dice on melee weapon attacks.
I'm sure if you put a level cap on how much extra damage you can deal, it could work
An additional 1d4 to all melee weapon attacks (weapons, natural weapons & unarmed strikes) until level 10 then up to 1d6 wouldn’t be particularly OP.
That could work. Still make some crazy powerful monks at low levels.
And at high levels. Every punch could do 1d10+1d6+Str at max. But it’s still no that bad.
Er... Monk.... Dex instead?
And how exactly would that interact with Martial Arts? Since Martial Arts replaces the normal weapon die, would you still get the Racial extra die when using your Martial Arts die?
Monks can use Dexterity instead, they don't have to. You're free to use Strength if you want. Sure, basically every other ability for monks besides this are based on Dexterity, but for damage you can completely base it on strength. Also, ever notice how Enlarge/Reduce increases all melee attacks by 1d4. Combine this with the Ogre's additional damage, and you can deal 3d4 + 5 bludgeoning damage on every unarmed strike at level 3, making 3 in a turn. An average of 36 damage in a round if you only use unarmed strikes. While using 2 hands for a quarterstaff or spear, that is bumped up to 39 damage.
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Ah, yes. I like it, but there could be power issues with it. I mean, it's obviously not going to be a problem most of the time, and if one of my players asks me to play a half-ogre, I'd use this.
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Ah, yes. I like it, but there could be power issues with it. I mean, it's obviously not going to be a problem most of the time, and if one of my players asks me to play a half-ogre, I'd use this.
Thank you. Can you see anything glaring that needs to be fixed?
Ah, yes. I like it, but there could be power issues with it. I mean, it's obviously not going to be a problem most of the time, and if one of my players asks me to play a half-ogre, I'd use this.
Thank you. Can you see anything glaring that needs to be fixed?
Not really. Maybe make the feat have a requirement of level 10. I mean, I don't think WotC would make a race with higher than a +2 in one stat. I don't think they'd raise the ability score cap for a race, either, but I personally have nothing wrong with it.
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Please check out my homebrew, I would appreciate feedback:
I want my Ogrillon, they are only Half Ogres after all.
Oh that reminds me. Why the heck cant we get a large size character? I'd definitely play a Ogre.
It messes up damage. Large creatures do an additional damage dice on melee weapon attacks.
I'm sure if you put a level cap on how much extra damage you can deal, it could work
An additional 1d4 to all melee weapon attacks (weapons, natural weapons & unarmed strikes) until level 10 then up to 1d6 wouldn’t be particularly OP.
That could work. Still make some crazy powerful monks at low levels.
And at high levels. Every punch could do 1d10+1d6+Str at max. But it’s still no that bad.
Er... Monk.... Dex instead?
And how exactly would that interact with Martial Arts? Since Martial Arts replaces the normal weapon die, would you still get the Racial extra die when using your Martial Arts die?
Monks can use Dexterity instead, they don't have to. You're free to use Strength if you want. Sure, basically every other ability for monks besides this are based on Dexterity, but for damage you can completely base it on strength. Also, ever notice how Enlarge/Reduce increases all melee attacks by 1d4. Combine this with the Ogre's additional damage, and you can deal 3d4 + 5 bludgeoning damage on every unarmed strike at level 3, making 3 in a turn. An average of 36 damage in a round if you only use unarmed strikes. While using 2 hands for a quarterstaff or spear, that is bumped up to 39 damage.
Tayn of Darkwood. Lvl 10 human Life Cleric of Lathander. Retired.
Ikram Sahir ibn Malik al-Sayyid Ra'ad, Second Son of the House of Ra'ad, Defender of the Burning Sands. Lvl 9 Brass Dragonborn Sorcerer + Greater Fire Elemental Devil.
Viktor Gavriil. Lvl 20 White Dragonborn Grave Cleric, of Kurgan the God of Death.
I'd like some sort of Fey consistent with Celtic folklore. Either Small or Tiny size. Small enough to ride a Corgi into battle as a mighty steed. Since the folklore explanation for the Pembroke Corgi's black splotching on its back is to call it a Faerie Saddle, as Faeries would ride them when they needed to cover great distances.
I really want to play a Faerie Knight and his trusty War Corgi mount!
What proficiencies do you think a Flumph should have?
I have a flumph race floating around in my unpublished bin. Its current form looks like this:
Ability Score Increase
Your Dexterity score increases by 2, your Intelligence and Wisdom scores increase by 1, and your Strength score is reduced by 2.
Age
Flumphs reach adulthood within 6 months, and live for about 20 years.
Alignment
Most flumphs are lawful, generally living together in small, strictly structured families. They also tend towards good, preferring peaceful interaction with other intelligent races.
Size
The average flumph ranges between 2 and 3 feet in diameter, weighing only 10 pounds. Your size is Small.
Speed
Your base walking speed is 5 feet.
Flight
You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor.
Aberration
Your creature type is aberration, rather than humanoid.
Darkvision
Accustomed to the depths of the Underdark, 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.
Advanced Telepathy
You can speak telepathically to any creature you can see within 60 feet of you. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.
You can perceive the content of any telepathic communication used within 60 feet of you, and you can’t be surprised by creatures with any form of telepathy.
Telepathic Shroud
You are immune to any effect that would sense your emotions or read your thoughts, as well as all divination spells.
Psychic Vulnerability
You have vulnerability to psychic damage.
Prone Deficiency
If you are knocked prone, roll a die. On an odd result, you lands upside-down and are incapacitated. At the end of each of your turns, you can make a DC 10 Dexterity saving throw, righting yourself and ending the incapacitated condition if you succeed.
Tendrils
Your tendrils are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can use Dexterity instead of Strength for the attack and damage rolls of attacks with your tendrils.
Stench Spray
You can use your action to spray a foul-smelling liquid in a 15-foot cone. Each creature in the area must succeed on a Dexterity saving throw or be coated by the liquid. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A coated creature exudes a horrible stench for 1 minute. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while within 5 feet of the coated creature. A creature can remove the stench on itself by using an action to bathe in water, alcohol, or vinegar. After you use your stench spray, you can’t use it again until you complete a long rest.
Advanced Knowledge
You are proficient in one of the following skills of your choice: Arcana, History, or Religion.
Languages
You can read and write Common and Undercommon, but you can speak only by using your Advanced Telepathy trait.
It's overpowered as is. I'm pondering restricting the flight feature to 10-15 feet above ground. Telepathic shroud is also too much. I might change it to advantage on the relevant saving throws.
For PC Ogrillon they could do Medium, Long Limbed, and Powerful Build.
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An additional 1d4 to all melee weapon attacks (weapons, natural weapons & unarmed strikes) until level 10 then up to 1d6 wouldn’t be particularly OP.
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Yeah, +2 Strength, +2 Constitution, darkvision, and possibly the Orc trait that lets them move towards hostile creatures as a bonus action.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
That could work. Still make some crazy powerful monks at low levels.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
And at high levels. Every punch could do 1d10+1d6+Str at max. But it’s still no that bad.
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Er... Monk.... Dex instead?
And how exactly would that interact with Martial Arts? Since Martial Arts replaces the normal weapon die, would you still get the Racial extra die when using your Martial Arts die?
This is one I have been fiddling with:
And this as a Racial Feat:
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Not when your max Str is 24-26 and your max Dex is 18-20. And I did say “in addition,” so added to or “plus” 1d6, as in on top of.
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Monks can use Dexterity instead, they don't have to. You're free to use Strength if you want. Sure, basically every other ability for monks besides this are based on Dexterity, but for damage you can completely base it on strength. Also, ever notice how Enlarge/Reduce increases all melee attacks by 1d4. Combine this with the Ogre's additional damage, and you can deal 3d4 + 5 bludgeoning damage on every unarmed strike at level 3, making 3 in a turn. An average of 36 damage in a round if you only use unarmed strikes. While using 2 hands for a quarterstaff or spear, that is bumped up to 39 damage.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Well?
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Ah, yes. I like it, but there could be power issues with it. I mean, it's obviously not going to be a problem most of the time, and if one of my players asks me to play a half-ogre, I'd use this.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Thank you. Can you see anything glaring that needs to be fixed?
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Not really. Maybe make the feat have a requirement of level 10. I mean, I don't think WotC would make a race with higher than a +2 in one stat. I don't think they'd raise the ability score cap for a race, either, but I personally have nothing wrong with it.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
That sounds awesome.
Flumph.
Totally flumph.
Or maybe Incubus & Succubus.
But definitely flumph.
Tayn of Darkwood. Lvl 10 human Life Cleric of Lathander. Retired.
Ikram Sahir ibn Malik al-Sayyid Ra'ad, Second Son of the House of Ra'ad, Defender of the Burning Sands. Lvl 9 Brass Dragonborn Sorcerer + Greater Fire Elemental Devil.
Viktor Gavriil. Lvl 20 White Dragonborn Grave Cleric, of Kurgan the God of Death.
Anzio Faro. Lvl 5 Prot. Aasimar Light Cleric.
What proficiencies do you think a Flumph should have?
I'd like some sort of Fey consistent with Celtic folklore. Either Small or Tiny size. Small enough to ride a Corgi into battle as a mighty steed. Since the folklore explanation for the Pembroke Corgi's black splotching on its back is to call it a Faerie Saddle, as Faeries would ride them when they needed to cover great distances.
I really want to play a Faerie Knight and his trusty War Corgi mount!
I have a flumph race floating around in my unpublished bin. Its current form looks like this:
Ability Score Increase
Your Dexterity score increases by 2, your Intelligence and Wisdom scores increase by 1, and your Strength score is reduced by 2.
Age
Flumphs reach adulthood within 6 months, and live for about 20 years.
Alignment
Most flumphs are lawful, generally living together in small, strictly structured families. They also tend towards good, preferring peaceful interaction with other intelligent races.
Size
The average flumph ranges between 2 and 3 feet in diameter, weighing only 10 pounds. Your size is Small.
Speed
Your base walking speed is 5 feet.
Flight
You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor.
Aberration
Your creature type is aberration, rather than humanoid.
Darkvision
Accustomed to the depths of the Underdark, 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.
Advanced Telepathy
You can speak telepathically to any creature you can see within 60 feet of you. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.
You can perceive the content of any telepathic communication used within 60 feet of you, and you can’t be surprised by creatures with any form of telepathy.
Telepathic Shroud
You are immune to any effect that would sense your emotions or read your thoughts, as well as all divination spells.
Psychic Vulnerability
You have vulnerability to psychic damage.
Prone Deficiency
If you are knocked prone, roll a die. On an odd result, you lands upside-down and are incapacitated. At the end of each of your turns, you can make a DC 10 Dexterity saving throw, righting yourself and ending the incapacitated condition if you succeed.
Tendrils
Your tendrils are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can use Dexterity instead of Strength for the attack and damage rolls of attacks with your tendrils.
Stench Spray
You can use your action to spray a foul-smelling liquid in a 15-foot cone. Each creature in the area must succeed on a Dexterity saving throw or be coated by the liquid. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A coated creature exudes a horrible stench for 1 minute. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while within 5 feet of the coated creature. A creature can remove the stench on itself by using an action to bathe in water, alcohol, or vinegar. After you use your stench spray, you can’t use it again until you complete a long rest.
Advanced Knowledge
You are proficient in one of the following skills of your choice: Arcana, History, or Religion.
Languages
You can read and write Common and Undercommon, but you can speak only by using your Advanced Telepathy trait.
It's overpowered as is. I'm pondering restricting the flight feature to 10-15 feet above ground. Telepathic shroud is also too much. I might change it to advantage on the relevant saving throws.
Maybe charisma?
I want my playable grell! And my playable animated armor!
I'm just... you know... friendly... possibly evil necromancer...