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.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
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.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
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.
Rollback Post to RevisionRollBack
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!
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.
(Side note, this is my first time trying to use a quote, so this might fail spectacularly.)
This is really cool and well designed, but being totally honest, seems super overpowered. Especially for a barbarian. I'll just list the features that I think are powerful
1. Long Limbed. Powerful trait, but other races have it
2. Hard Hitting. Good, put not that OP.
3. The ability score increases. I actually think this is really cool. The lowering and increasing of the maximums is a cool way to nerf and buff certain scores. Still, a barbarian starting with an 18 in strength and a 16 in con seems quite powerful.(But not completely broken.) (The 18 dex actually hurts them a bit, since they want unarmored defense. )(I like parenthesis.)
4. Thick Hide. This makes a barbarian scary. The natural +2 to ac makes a barbarian get a terrifying amount of armor quickly. I feel like this could be nerfed by changing to an armor calculation, similar to the lizardfolk. This would prevent from stacking with unarmored defense.
The racial feat seems broken, only because it is strictly better than asi'ing your strength stat. Every Ogrillon will always take this feat at fourth level, if they care about strength.
I like the feeling of the race, it just isn't perfectly balanced yet. Just my opinion. If you use the race for monks, it seems good but fair, but with barbarian it just seems too good. The combination of extra reach, armor, and strength as well as max strength increased just seems like too much goodies for a barb player.
For PC Ogrillon they could do Medium, Long Limbed, and Powerful Build.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
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.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
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.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
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:
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
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.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
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?
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
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?
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
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!
Maybe charisma?
I want my playable grell! And my playable animated armor!
I'm just... you know... friendly... possibly evil necromancer...
(Side note, this is my first time trying to use a quote, so this might fail spectacularly.)
This is really cool and well designed, but being totally honest, seems super overpowered. Especially for a barbarian. I'll just list the features that I think are powerful
1. Long Limbed. Powerful trait, but other races have it
2. Hard Hitting. Good, put not that OP.
3. The ability score increases. I actually think this is really cool. The lowering and increasing of the maximums is a cool way to nerf and buff certain scores. Still, a barbarian starting with an 18 in strength and a 16 in con seems quite powerful.(But not completely broken.) (The 18 dex actually hurts them a bit, since they want unarmored defense. )(I like parenthesis.)
4. Thick Hide. This makes a barbarian scary. The natural +2 to ac makes a barbarian get a terrifying amount of armor quickly. I feel like this could be nerfed by changing to an armor calculation, similar to the lizardfolk. This would prevent from stacking with unarmored defense.
The racial feat seems broken, only because it is strictly better than asi'ing your strength stat. Every Ogrillon will always take this feat at fourth level, if they care about strength.
I like the feeling of the race, it just isn't perfectly balanced yet. Just my opinion. If you use the race for monks, it seems good but fair, but with barbarian it just seems too good. The combination of extra reach, armor, and strength as well as max strength increased just seems like too much goodies for a barb player.
(The quote worked. Yay.)
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System