Vrael - A race of elves secluded from the world in a deep wood controlled by a powerful primordial green dragon. The dragon has, over many generations, twisted them to more appropriately serve his needs. They're now carnivorous, venomous, and lightly scaled. Fearsome and ferocious hunters. They tend to not respect any of the other sentient races unless they demonstrate a similar level of ferocity. But they're not openly antagonistic, either. Too occupied with a vicious generational conflict against the yuanti (who attempted to/or succeeded in/killing the draconic being the vrael serve).
Eladrael - Race of something akin to aasimar, the decedents of a deific scale cosmic event's fallout over an entire major city long ago. Infused with latent divine energy, they believe they are a chosen people fated to rule the world, and are building a holy Empire. Standard humanoid beautiful arrogant race, but with interesting selectable features, each option that represents one of the various houses, essentially a lineage/family. Traits are thematically akin to some notable celestial creature (angels and such) but toned WAY down in power scale. Characteristically eladrael seek to build floating cities, and airships, and favor silver and mithril to more mundane metals.
Ashkilnd: They're like genasi in a lot of ways because they're infused with both fire and shadow energies. They're also a lot less human-like though, from a completely different origin than genasi. They resurfaced forom the deep depths of the world, and have tried diligently to integrate themselves into the civilized world. Some of their physical traits are insect-like, biologically, but they do superficially look fairly human shaped. Some lean more towards shadow, some toward the flame, those in the middle characterized by smoke. Their family structures are unique, due to their tribal egg clutches hatching in batches, they don't really understand parent/child relationships so well, and view their families as groups of clutch-mates, siblings.
Class:
Arcanist. Int based caster that meditates to project its consciousness into the astral plane to seek fonts of arcane energy leftover from the creation of existence. Similar spellcasting chassis to the sorcerer, with spells (astral location) known. Though these known spells are expanded by the subclasses. Philosophically they're aligned with many monks, dedicated training of their mind, body, and soul goes into their art of channeling the fundamental energies of creation left behind in the backstage of reality. Subclasses: Mind's Eye - Telepathy and Mind Reading and other extra-sensory perks. Invisible Hand - telekinetic and force specialist. Anomalist - Time/Space specialist.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
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'Sup? I'd like to hear any ideas for homebrew races and classes.
I use a few in my games/setting.
Races:
Vrael - A race of elves secluded from the world in a deep wood controlled by a powerful primordial green dragon. The dragon has, over many generations, twisted them to more appropriately serve his needs. They're now carnivorous, venomous, and lightly scaled. Fearsome and ferocious hunters. They tend to not respect any of the other sentient races unless they demonstrate a similar level of ferocity. But they're not openly antagonistic, either. Too occupied with a vicious generational conflict against the yuanti (who attempted to/or succeeded in/killing the draconic being the vrael serve).
Eladrael - Race of something akin to aasimar, the decedents of a deific scale cosmic event's fallout over an entire major city long ago. Infused with latent divine energy, they believe they are a chosen people fated to rule the world, and are building a holy Empire. Standard humanoid beautiful arrogant race, but with interesting selectable features, each option that represents one of the various houses, essentially a lineage/family. Traits are thematically akin to some notable celestial creature (angels and such) but toned WAY down in power scale. Characteristically eladrael seek to build floating cities, and airships, and favor silver and mithril to more mundane metals.
Ashkilnd: They're like genasi in a lot of ways because they're infused with both fire and shadow energies. They're also a lot less human-like though, from a completely different origin than genasi. They resurfaced forom the deep depths of the world, and have tried diligently to integrate themselves into the civilized world. Some of their physical traits are insect-like, biologically, but they do superficially look fairly human shaped. Some lean more towards shadow, some toward the flame, those in the middle characterized by smoke. Their family structures are unique, due to their tribal egg clutches hatching in batches, they don't really understand parent/child relationships so well, and view their families as groups of clutch-mates, siblings.
Class:
Arcanist. Int based caster that meditates to project its consciousness into the astral plane to seek fonts of arcane energy leftover from the creation of existence. Similar spellcasting chassis to the sorcerer, with spells (astral location) known. Though these known spells are expanded by the subclasses. Philosophically they're aligned with many monks, dedicated training of their mind, body, and soul goes into their art of channeling the fundamental energies of creation left behind in the backstage of reality. Subclasses: Mind's Eye - Telepathy and Mind Reading and other extra-sensory perks. Invisible Hand - telekinetic and force specialist. Anomalist - Time/Space specialist.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.