Due to a ghouls magical past and cursed nature the often have certain advantages over normal humans.
Ability score increase
You get plus 2 to your dexterity and plus one to another stat of your choice
Age
Ghouls cannot age or die unless forcefully killed or the curse is removed
Cursed dark vision
Due to your cursed nature you thrive in the dark and have superior vision when submerged in it in pitch darkness you can see 60 feet in front of you as if it were dim light and in dim light you can see 60 feet in front of you as if it was light additionally you can see 30 feet in front of you in magical darkness as if it were regular darkness(example being if there was pitch darkness and it was magical you would be able to see 30 feet in front of you as if it were dim light)
Heart of darkness
You have advantage against saving throws of being charmed and you cannot be charmed by magic affects
Languages
You can speak read and write common and one other language of your choice
Ghoulish appearance
Sue to your unearthly appearance you gain proficiency in the intimidation skill as well as the acrobatics skill
Due to a ghouls magical past and cursed nature the often have certain advantages over normal humans.
Ability score increase
You get plus 2 to your dexterity and plus one to another stat of your choice
Age
Ghouls cannot age or die unless forcefully killed or the curse is removed
Cursed dark vision
Due to your cursed nature you thrive in the dark and have superior vision when submerged in it in pitch darkness you can see 60 feet in front of you as if it were dim light and in dim light you can see 60 feet in front of you as if it was light additionally you can see 30 feet in front of you in magical darkness as if it were regular darkness(example being if there was pitch darkness and it was magical you would be able to see 30 feet in front of you as if it were dim light)
Heart of darkness
You have advantage against saving throws of being charmed and you cannot be charmed by magic affects
Languages
You can speak read and write common and one other language of your choice
Ghoulish appearance
Sue to your unearthly appearance you gain proficiency in the intimidation skill as well as the acrobatics skill
What do you think about this one is it to weak is it to good I need some feedback as this is my first homebrew race in a while
Due to a ghouls magical past and cursed nature the often have certain advantages over normal humans.
Ability score increase
You get plus 2 to your dexterity and plus one to another stat of your choice
Age
Ghouls cannot age or die unless forcefully killed or the curse is removed
Cursed dark vision
Due to your cursed nature you thrive in the dark and have superior vision when submerged in it in pitch darkness you can see 60 feet in front of you as if it were dim light and in dim light you can see 60 feet in front of you as if it was light additionally you can see 30 feet in front of you in magical darkness as if it were regular darkness(example being if there was pitch darkness and it was magical you would be able to see 30 feet in front of you as if it were dim light)
Heart of darkness
You have advantage against saving throws of being charmed and you cannot be charmed by magic affects
Languages
You can speak read and write common and one other language of your choice
Ghoulish appearance
Sue to your unearthly appearance you gain proficiency in the intimidation skill as well as the acrobatics skill
It's a bit underwhelming. It's too much like the Elf with very little difference enough to warrant its own species. Seeing in magical darkness is not very useful in the game, as magical darkness hardly ever comes up in the average game. The age doesn't really matter very much as most campaigns don't really last more than 1-2 in-game years. Also, the "Curse" is incredibly vague, expanding on that will make the species so much more interesting.
Due to a ghouls magical past and cursed nature the often have certain advantages over normal humans.
Ability score increase
You get plus 2 to your dexterity and plus one to another stat of your choice
Age
Ghouls cannot age or die unless forcefully killed or the curse is removed
Cursed dark vision
Due to your cursed nature you thrive in the dark and have superior vision when submerged in it in pitch darkness you can see 60 feet in front of you as if it were dim light and in dim light you can see 60 feet in front of you as if it was light additionally you can see 30 feet in front of you in magical darkness as if it were regular darkness(example being if there was pitch darkness and it was magical you would be able to see 30 feet in front of you as if it were dim light)
Heart of darkness
You have advantage against saving throws of being charmed and you cannot be charmed by magic affects
Languages
You can speak read and write common and one other language of your choice
Ghoulish appearance
Sue to your unearthly appearance you gain proficiency in the intimidation skill as well as the acrobatics skill
It's a bit underwhelming. It's too much like the Elf with very little difference enough to warrant its own species. Seeing in magical darkness is not very useful in the game, as magical darkness hardly ever comes up in the average game. The age doesn't really matter very much as most campaigns don't really last more than 1-2 in-game years. Also, the "Curse" is incredibly vague, expanding on that will make the species so much more interesting.
Thank you I I'd didn't realize it was anything like an elf and I was kinda vixed on making sure it wasn't to powerful i guess I made it weak by curse I mean resurrection or being cast to become undead while your still alive maybe I can add sub races depending on how you were cursed
Ghouls cannot age or die unless forcefully killed or the curse is removed
Cursed dark vision
As a Ghoul, your cursed nature grants you the ability to see in darkness, both mundane and magical, as if it were dim light. This extraordinary vision allows you to perceive the world around you when others are enveloped in impenetrable darkness.
With your Darkvision (Magical), you gain the following benefits:
1: You can see in darkness as if it were dim light, up to a range of 60 feet. This ability extends to both natural darkness and magical darkness, such as that created by spells like Darkness.
2:Your eyes adapt to low-light conditions, allowing you to discern details that others might miss. You have advantage on Wisdom (Perception) checks that rely on sight in dim light or darkness.
3: Your sight penetrates illusions and magical darkness with ease. You have advantage on Intelligence (Investigation) checks to discern hidden or disguised objects or creatures within darkness.
Shadow step
The shadows have become your allay granting you an uncanny ability to move silently and blend into darkness.
When you are in an area of dim light or darkness, you can take the Hide action as a bonus action, and you have advantage on Dexterity (Stealth) checks made to hide.
I have more features for this new improved (hopefully) ghoul race but I can't find out how to add features to the subraces I'm trying to make can anyone help me find out what the problem is
I'm going to say the opposite of Smokehorn here - seeing in magical darkness is too strong to be a racial feature.
"It hardly ever comes up" is not really true - that depends on the campaign, but most importantly spells like darkness are available to PCs. So a ghoul PC with this spell could cast it on themselves every single encounter (spell slots permitting) and have permanent advantage to hit and disadvantage to being hit. It would be detrimental to the rest of the party, but this is not a "balancing" factor but rather just another red flag as to why it shouldn't be done.
Hiding in dim light is also going to vary widely in power based on the campaign and setting, and if you're in the middle of a moonlit field, there aren't really shadows to hide in. Partial cover might be more appropriate as a source of shadows.
Type is a big question mark here - are these guys undead or humanoids? Anything not humanoid gets a built-in bonus because certain spells like hold person only work on humanoids. Also if you go undead, generally you should not need to breathe or sleep. These are just some things a player might expect from an undead race.
The race is technically not undead I don't want to say because that I feel like it would make to many complications maybe I ca make it so you can see in magical darkness made by everyone but you but even then you could get someone else in the party to cast darkness so maybe I can make it so that you can only see 10 feet in front of you in magical darkness
Quite interesting, not wrapped on getting a second level spell no matter what, also could you elaborate on why they have a bonus 2 to con and why they can alter their appearance and resistance. Overall pretty good 7/10 in my opinion
I've mad3 this thread so tha I can refine my homebrew with your guises feed back
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Due to a ghouls magical past and cursed nature the often have certain advantages over normal humans.
Ability score increase
You get plus 2 to your dexterity and plus one to another stat of your choice
Age
Ghouls cannot age or die unless forcefully killed or the curse is removed
Cursed dark vision
Due to your cursed nature you thrive in the dark and have superior vision when submerged in it in pitch darkness you can see 60 feet in front of you as if it were dim light and in dim light you can see 60 feet in front of you as if it was light additionally you can see 30 feet in front of you in magical darkness as if it were regular darkness(example being if there was pitch darkness and it was magical you would be able to see 30 feet in front of you as if it were dim light)
Heart of darkness
You have advantage against saving throws of being charmed and you cannot be charmed by magic affects
Languages
You can speak read and write common and one other language of your choice
Ghoulish appearance
Sue to your unearthly appearance you gain proficiency in the intimidation skill as well as the acrobatics skill
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Thomas the train
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What do you think about this one is it to weak is it to good I need some feedback as this is my first homebrew race in a while
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It's a bit underwhelming. It's too much like the Elf with very little difference enough to warrant its own species. Seeing in magical darkness is not very useful in the game, as magical darkness hardly ever comes up in the average game. The age doesn't really matter very much as most campaigns don't really last more than 1-2 in-game years. Also, the "Curse" is incredibly vague, expanding on that will make the species so much more interesting.
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I AM A CAT PERSON. /\_____/\
She/her pronouns please. (=^.^=)
Thank you I I'd didn't realize it was anything like an elf and I was kinda vixed on making sure it wasn't to powerful i guess I made it weak by curse I mean resurrection or being cast to become undead while your still alive maybe I can add sub races depending on how you were cursed
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Thomas the train
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often have certain advantages over normal humans.
Ability score increase
You get plus 2 to your dexterity
Age
Ghouls cannot age or die unless forcefully killed or the curse is removed
Cursed dark vision
As a Ghoul, your cursed nature grants you the ability to see in darkness, both mundane and magical, as if it were dim light. This extraordinary vision allows you to perceive the world around you when others are enveloped in impenetrable darkness.
With your Darkvision (Magical), you gain the following benefits:
1: You can see in darkness as if it were dim light, up to a range of 60 feet. This ability extends to both natural darkness and magical darkness, such as that created by spells like Darkness.
2:Your eyes adapt to low-light conditions, allowing you to discern details that others might miss. You have advantage on Wisdom (Perception) checks that rely on sight in dim light or darkness.
3: Your sight penetrates illusions and magical darkness with ease. You have advantage on Intelligence (Investigation) checks to discern hidden or disguised objects or creatures within darkness.
Shadow step
The shadows have become your allay granting you an uncanny ability to move silently and blend into darkness.
When you are in an area of dim light or darkness, you can take the Hide action as a bonus action, and you have advantage on Dexterity (Stealth) checks made to hide.
I have more features for this new improved (hopefully) ghoul race but I can't find out how to add features to the subraces I'm trying to make can anyone help me find out what the problem is
PM me TOMATO let the games begin
Thomas the train
Our Friend Bob
That is my oh so glorious nickname according to drummer
https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/173323-barbarian-wars
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I'm going to say the opposite of Smokehorn here - seeing in magical darkness is too strong to be a racial feature.
"It hardly ever comes up" is not really true - that depends on the campaign, but most importantly spells like darkness are available to PCs. So a ghoul PC with this spell could cast it on themselves every single encounter (spell slots permitting) and have permanent advantage to hit and disadvantage to being hit. It would be detrimental to the rest of the party, but this is not a "balancing" factor but rather just another red flag as to why it shouldn't be done.
Hiding in dim light is also going to vary widely in power based on the campaign and setting, and if you're in the middle of a moonlit field, there aren't really shadows to hide in. Partial cover might be more appropriate as a source of shadows.
Type is a big question mark here - are these guys undead or humanoids? Anything not humanoid gets a built-in bonus because certain spells like hold person only work on humanoids. Also if you go undead, generally you should not need to breathe or sleep. These are just some things a player might expect from an undead race.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
The race is technically not undead I don't want to say because that I feel like it would make to many complications maybe I ca make it so you can see in magical darkness made by everyone but you but even then you could get someone else in the party to cast darkness so maybe I can make it so that you can only see 10 feet in front of you in magical darkness
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Thomas the train
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Can you guys rate my eatherborn race this is the first race where I actually found our how to use the race creater properly (I hope)
https://www.dndbeyond.com/races/1373867-aetherborn
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Rate it 1/10 on a scale of be9ng balanced and just in general 1 being the race isn't balanced and sucks and 10 being therac3 is perfect
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Quite interesting, not wrapped on getting a second level spell no matter what, also could you elaborate on why they have a bonus 2 to con and why they can alter their appearance and resistance. Overall pretty good 7/10 in my opinion
Characters (Links!):
Faelin Nighthollow - 7th Sojourn
Aetherborn is a race in plane shift: kaledesh.
Give me a link or an image your saying that Luke my race is a direct copy I ran all my traits through an ai and told it to balance and improve them
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So if the ai was copying that then I'm sorry I'll tweak the race
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This is confusing…
I told the ai "I will tell you potential ideas for a race idea I have please tell me if the are balanced and tweak them to make them better
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I then told the ai the base line for the race and gave it all my traits
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It has different traits, I just meant to say that official traits for this race already exist.
I know I've seen tha before I just needed an idea and that's what I thought of
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Speaking of that can someone give me ideas for homebrew a weopen race subrace anything exept a background
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