I have a homebrew race and wanted to see if this is too overpowered compared to other races.
Lupuran
Lupurans are descendants of both feline and canine ancestors, combining the grace and agility of great cats with the loyalty, endurance, and hunting instincts of wolves. Their thick fur, expressive ears, powerful tails, retractable claws, and sharp fangs make them formidable hunters and steadfast companions. Many lupurans thrive in colder climates, where their dense coats and pack-oriented culture help them endure harsh conditions.
Ability Score Increase
Increase one ability score by 2 and another by 1, or increase three ability scores by 1.
Creature Type
You are a Humanoid.
Age
Lupurans mature around 15 years of age and typically live around 85 years.
Size
Your size is Medium or Small.
Speed
Your base walking speed is 30 feet.
Darkvision
Your eyes are adapted to hunting beneath moonlight.
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.
Claws and Fangs
You possess retractable claws and sharp canine fangs.
Your claws and fangs are natural weapons, which you can use to make unarmed strikes.
Claws. When you hit with your claws, you deal 1d6 slashing damage plus your Dexterity modifier instead of the normal damage for an unarmed strike.
Fangs. When you hit with your fangs, you deal 1d6 piercing damage plus your Strength modifier instead of the normal damage for an unarmed strike.
Additionally, you have advantage on Strength (Athletics) checks made to climb surfaces your claws could reasonably grip.
Keen Nose
Your sense of smell is exceptionally developed.
You have advantage on Wisdom (Perception) checks that rely on smell.
Additionally, you have advantage on Wisdom (Survival) checks made to track creatures by scent.
Winter Fur
Your dense coat protects you from harsh climates.
You have resistance to cold damage.
Soothing Purr
You can produce a deep, resonant purr that comforts your allies.
When you or any friendly creatures who can hear you regain hit points at the end of a short rest by spending one or more Hit Dice, each creature regains an additional 2d4 hit points.
Once a creature benefits from this feature, it can't benefit from it again until it finishes a long rest.
Terrifying Howl
As a bonus action, choose one creature within 30 feet that can hear you.
The creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or become frightened of you until the start of your next turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Languages
You can speak, read, and write Birdfolk, Lupuran, and one additional language of your choice.
1. firstly note that while each of your features is perfectly fine in isolation, combined they're a little strong.
2. there should at least be an option to use strength on claws. also consider removing dexterity as an ability for it. finnesse-ish 1d6 natural weapons are actually quite strong. If you want a strong nerf, reduce the damage die back to 1 (flat) instead and keep the damage types. also advantage on climbing is pretty situational, and mobility is good. this is honestly mostly fine. keep it this way. definitely don't add a climb speed.
3. This is not how wizards tends to write their rules. constant advantage is definitely too strong, even when specifying scent only. instead consider giving proficiency in perception and survival.
4. normally resistance would be fine. however in the context of all these features, it is too much. i would change it to advantage against extreme cold instead.
5. good instinct to limit purr to 1/lr. i might make it limited to you instead of your allies though. ** i would also make it scale with level. 2d4 at level 1 is a lot. at level 20, it is almost nothing. i would advise instead of dice at all, make it equal to your level.
6. howling is a little strong as a bonus action. remember that it* has disadvantages against* your allies too, not just you. i would make it an action. also wisdom doesn't make sense as a dc here. charisma is normally used for intimidation. consider, especially if left as a bonus action, limiting to 1/lr instead of pb/lr.
7. if this is a 2024/5.5e race, languages are no longer part of racial traits. note that this is also true for ability score increases. if this is a 2014/5e race, keep as is.
Honestly this is a solid start. Focus on small nerfs on the abilities. Don't remove them, just turn them into something non game-breaking. The flavor of all this is great, but heavily imbalanced. With the aforementioned tweaks this is a fantastic race. Happy homebrewing!
*edit: the Frightened Condition; from
edit 2: tldr: yes it is too powerful compared to most races.
**edit 3: I would also specify that you can select the creatures and only up to a number equal to your proficiency bonus.
I have a homebrew race and wanted to see if this is too overpowered compared to other races.
Lupuran
Lupurans are descendants of both feline and canine ancestors, combining the grace and agility of great cats with the loyalty, endurance, and hunting instincts of wolves. Their thick fur, expressive ears, powerful tails, retractable claws, and sharp fangs make them formidable hunters and steadfast companions. Many lupurans thrive in colder climates, where their dense coats and pack-oriented culture help them endure harsh conditions.
Ability Score Increase
Increase one ability score by 2 and another by 1, or increase three ability scores by 1.
Creature Type
You are a Humanoid.
Age
Lupurans mature around 15 years of age and typically live around 85 years.
Size
Your size is Medium or Small.
Speed
Your base walking speed is 30 feet.
Darkvision
Your eyes are adapted to hunting beneath moonlight.
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.
Claws and Fangs
You possess retractable claws and sharp canine fangs.
Your claws and fangs are natural weapons, which you can use to make unarmed strikes.
Additionally, you have advantage on Strength (Athletics) checks made to climb surfaces your claws could reasonably grip.
Keen Nose
Your sense of smell is exceptionally developed.
You have advantage on Wisdom (Perception) checks that rely on smell.
Additionally, you have advantage on Wisdom (Survival) checks made to track creatures by scent.
Winter Fur
Your dense coat protects you from harsh climates.
You have resistance to cold damage.
Soothing Purr
You can produce a deep, resonant purr that comforts your allies.
When you or any friendly creatures who can hear you regain hit points at the end of a short rest by spending one or more Hit Dice, each creature regains an additional 2d4 hit points.
Once a creature benefits from this feature, it can't benefit from it again until it finishes a long rest.
Terrifying Howl
As a bonus action, choose one creature within 30 feet that can hear you.
The creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or become frightened of you until the start of your next turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Languages
You can speak, read, and write Birdfolk, Lupuran, and one additional language of your choice.
Ok. A few things here.
1. firstly note that while each of your features is perfectly fine in isolation, combined they're a little strong.
2. there should at least be an option to use strength on claws. also consider removing dexterity as an ability for it. finnesse-ish 1d6 natural weapons are actually quite strong. If you want a strong nerf, reduce the damage die back to 1 (flat) instead and keep the damage types. also advantage on climbing is pretty situational, and mobility is good. this is honestly mostly fine. keep it this way. definitely don't add a climb speed.
3. This is not how wizards tends to write their rules. constant advantage is definitely too strong, even when specifying scent only. instead consider giving proficiency in perception and survival.
4. normally resistance would be fine. however in the context of all these features, it is too much. i would change it to advantage against extreme cold instead.
5. good instinct to limit purr to 1/lr. i might make it limited to you instead of your allies though. ** i would also make it scale with level. 2d4 at level 1 is a lot. at level 20, it is almost nothing. i would advise instead of dice at all, make it equal to your level.
6. howling is a little strong as a bonus action. remember that it* has disadvantages against* your allies too, not just you. i would make it an action. also wisdom doesn't make sense as a dc here. charisma is normally used for intimidation. consider, especially if left as a bonus action, limiting to 1/lr instead of pb/lr.
7. if this is a 2024/5.5e race, languages are no longer part of racial traits. note that this is also true for ability score increases. if this is a 2014/5e race, keep as is.
Honestly this is a solid start. Focus on small nerfs on the abilities. Don't remove them, just turn them into something non game-breaking. The flavor of all this is great, but heavily imbalanced. With the aforementioned tweaks this is a fantastic race. Happy homebrewing!
*edit: the Frightened Condition; from
edit 2: tldr: yes it is too powerful compared to most races.
**edit 3: I would also specify that you can select the creatures and only up to a number equal to your proficiency bonus.