Hello, as the title says I have an OC and am trying to see if I can bring it to DnD as well as maybe start using it for actual play. Now I'm going to post what usually makes up this character and I know some things and creatures dont exist/wont work.
The details/what you need to know in short:
This character was made/created when a wizard decided to take lots of little folk/monsters and merge them into one. This wizard captured creatures ranging from goblins to gremlins, dwarves, gnomes, elves, pixies, brownies, etc. And sacrificed them all to merge their magics and abilities into one being, in doing so losing their life because this magic became unstable.
What was created I call a "Strangeling".
Now, the character/traits:
I tend to name her Babylon however in a DnD setting I may change this.
Humanoid. Stands roughly 4 feet tall. Brown skin, though could have been any color. Claw tipped hands and feet. Long, pointy, ridged ears (think like gremlins ears from gremlins movies).
When calm tends to resemble a small though attractive woman. When attack/need to be aggressive her form becomes more pointy.
After being brought to life from the magic she was nothing but instinct and survival. Ate what she could (animals. The sleeping traveler), very predatory. She learned quickly. Taught self to read. Eventually civil enough to be around towns and such.
Due to various magical bloodlines she has a decent amount of abilities: mold and work metal with bare hands. A decent tinker. A knack for botany. A good trapper. Is clever but not always for the right reasons.
Other traits from bloodlines: destructive tendencies, sometimes water makes her itchy, can go feral at times, mischievous, and because of the latent magics if the many races in her and the ritual itself to create her she has an AoE where magic in the vicinity tends to react strangely (overcharge, misfire, backfire, different effect than intended).
I tend to have her working odd jobs but she likes to sing so she tends to work as a singer in lounges and bars.
Any help to make a homebrew race?
Ideas for class? I'd think bard or rogue, but im not sure.
I believe that to be all relative information. I'd really appreciate help. Cant wait to hear from anyone. Thanks in advance.
-- writing this on mobile, sorry for spelling and mistakes--
Unless you want to take the time to homebrew a new race, It sounds like your character would best be represented as a Shifter from the Eberron setting. Wild Magic Sorcerer seems to fit her capacity to affect nearby magic. That's a subclass in the Player's Handbook.
This a wild magic sorcerer if I’ve ever seen one. The sorcerer class description supposes that a sorcerer could be the result of some lich experiment, which this exactly is. The botany and trapping expertise could be recognized by a background like the outlander, the haunted one or the hermit.
Race wise, you could reflect the fey nature through one of the eladrin subraces for the elf or could homebrew something if neither suit your tastes.
Homebrewing is a tool among many available to players and DMs, it’s a powerful and typically redundant tool. There’s a lot of content in D&D and you can easily reflavor much of it, like the eladrin subrace, to suit your tastes.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
You might also want to throw in a few traits from Tiefling, such as fire resistance.
You could go the Bard route also, and that could work well stat-wise with Sorcerer. College of Glamour and College of Whispers both have their own versions of mind control.
It would be helpful for you to think about this character's inclinations and habits b/c it sounds like you want to take the role play-heavy route rather than the combat-focus-only route. Also, what does this character think about herself? These questions will help you decide which features and abilities best suit both your play style and your character progression.
So I kind of messed with the home brew race portion And came up with this race wise. Still a work in progress. But at least I put something down on paper so to speak.
Hard to judge without knowing what you intend for this. Is this just for one character? Are you trying to populate a region or a city with creatures of this same race?
I will say that I think it's strange that there are several class prohibitions built into this race. Are you sure that is what you want?
Nearly all of these traits are flavor text and would have no meaningful effect. Every race has the following traits: Age, Alignment, Size, Speed, and Languages.
Magic Distortion sounds game changing, and not positively. The DM might find themselves furious that very spell they throw at you you shrug off. I suggest something like Gnome Cunning, or if you would prefer something much, much stronger, Magic Resistance. I would treat magic resistance with an unparalleled level of delicacy. It is easily one of the most powerful abilities in D&D. If you still want that unpredictable magic, I strongly suggest the wild magic sorcerer.
Gremlin’s Grace reads like barbarian’s danger sense. Feel free to copy that text; perhaps make it a reaction.
Barehand Smithing and Tinkering OR Blessed Botany and Crazy Potion Making is a cumbersome name. Maybe go with Strange Creativity. Make it an option between proficiency with smith’s tools and tinker’s tools or proficiency in the nature skill and proficiency with alchemist’s supplies.
The ability score increase should also have a score increase by one. I recommend charisma.
Does Going Feral’s ability bonuses apply to the ability score or the modifier?
I will try not to repeat what Song of Blues has said. Unstable Creation should be scrapped. This character, as we have suggested, is a sorcerer or a bard. I ask you, why would you prohibit your choices in this way? Wouldn’t a creature made from magic be more inclined to be an arcane caster?
I would rename Getting into tight spaces and give a climbing speed.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
So, in general, my thought process was that if a creature has a nature that tends to inherently disrupt magic would they be able to use magic themselves? I figured no, however, I see that this isn't the general consensus. Definitely, a change can be made.
Nearly all of these traits are flavor text and would have no meaningful effect. Every race has the following traits: Age, Alignment, Size, Speed, and Languages.
Magic Distortion sounds game changing, and not positively. The DM might find themselves furious that very spell they throw at you you shrug off. I suggest something like Gnome Cunning, or if you would prefer something much, much stronger, Magic Resistance. I would treat magic resistance with an unparalleled level of delicacy. It is easily one of the most powerful abilities in D&D. If you still want that unpredictable magic, I strongly suggest the wild magic sorcerer.
Gremlin’s Grace reads like barbarian’s danger sense. Feel free to copy that text; perhaps make it a reaction.
Barehand Smithing and Tinkering OR Blessed Botany and Crazy Potion Making is a cumbersome name. Maybe go with Strange Creativity. Make it an option between proficiency with smith’s tools and tinker’s tools or proficiency in the nature skill and proficiency with alchemist’s supplies.
The ability score increase should also have a score increase by one. I recommend charisma.
Does Going Feral’s ability bonuses apply to the ability score or the modifier?
I will try not to repeat what Song of Blues has said. Unstable Creation should be scrapped. This character, as we have suggested, is a sorcerer or a bard. I ask you, why would you prohibit your choices in this way? Wouldn’t a creature made from magic be more inclined to be an arcane caster?
I would rename Getting into tight spaces and give a climbing speed.
"The following traits: Age, Alignment, Size, Speed, and Languages." - Can do, It's still a work in progress, this is my first time trying this and honestly, I appreciate the help. I was trying to get the options going between the smithing and botany thing however it wasn't complying, I'll take another crack at it.
I'll look at the charisma score increase.
The going feral thing, again, still working it out. How would you approach it?
WIll rename the climbing/tight spaces thing.
However, my main idea with this creature is to have some kind of effect on magic in a general area (that I have yet to determine, leaning towards within 5 to 10 feet, not super huge). Thinking I might consider keeping this effect and indeed just adding resistance instead of just adding other effects.
The going feral thing, again, still working it out. How would you approach it?
I would consider not many small benefits with equally small restrictions.
I would write it like this:
When you are reduced to one fourth your hit point maximum, you gain advantage on Dexterity checks and your walking speed increases by five feet. You also have disadvantage on Intelligence and Charisma checks. This effect lasts for 1 minute. It ends early if you are knocked unconscious or your current hit points is greater than one fourth your maximum.
On the topic of Magic Distortion, it’s worth considering that combat is one of the most complicated and taxing parts of gameplay, magic especially. Anything that adds rules and complexity to spellcasting needs to be carefully considered.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
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Hello, as the title says I have an OC and am trying to see if I can bring it to DnD as well as maybe start using it for actual play. Now I'm going to post what usually makes up this character and I know some things and creatures dont exist/wont work.
The details/what you need to know in short:
This character was made/created when a wizard decided to take lots of little folk/monsters and merge them into one. This wizard captured creatures ranging from goblins to gremlins, dwarves, gnomes, elves, pixies, brownies, etc. And sacrificed them all to merge their magics and abilities into one being, in doing so losing their life because this magic became unstable.
What was created I call a "Strangeling".
Now, the character/traits:
I tend to name her Babylon however in a DnD setting I may change this.
Humanoid. Stands roughly 4 feet tall. Brown skin, though could have been any color. Claw tipped hands and feet. Long, pointy, ridged ears (think like gremlins ears from gremlins movies).
When calm tends to resemble a small though attractive woman. When attack/need to be aggressive her form becomes more pointy.
After being brought to life from the magic she was nothing but instinct and survival. Ate what she could (animals. The sleeping traveler), very predatory. She learned quickly. Taught self to read. Eventually civil enough to be around towns and such.
Due to various magical bloodlines she has a decent amount of abilities: mold and work metal with bare hands. A decent tinker. A knack for botany. A good trapper. Is clever but not always for the right reasons.
Other traits from bloodlines: destructive tendencies, sometimes water makes her itchy, can go feral at times, mischievous, and because of the latent magics if the many races in her and the ritual itself to create her she has an AoE where magic in the vicinity tends to react strangely (overcharge, misfire, backfire, different effect than intended).
I tend to have her working odd jobs but she likes to sing so she tends to work as a singer in lounges and bars.
Any help to make a homebrew race?
Ideas for class? I'd think bard or rogue, but im not sure.
I believe that to be all relative information. I'd really appreciate help. Cant wait to hear from anyone. Thanks in advance.
-- writing this on mobile, sorry for spelling and mistakes--
Unless you want to take the time to homebrew a new race, It sounds like your character would best be represented as a Shifter from the Eberron setting. Wild Magic Sorcerer seems to fit her capacity to affect nearby magic. That's a subclass in the Player's Handbook.
The idea was to take time to homebrew, mostly because I don't know where to start myself.
This a wild magic sorcerer if I’ve ever seen one. The sorcerer class description supposes that a sorcerer could be the result of some lich experiment, which this exactly is. The botany and trapping expertise could be recognized by a background like the outlander, the haunted one or the hermit.
Race wise, you could reflect the fey nature through one of the eladrin subraces for the elf or could homebrew something if neither suit your tastes.
Homebrewing is a tool among many available to players and DMs, it’s a powerful and typically redundant tool. There’s a lot of content in D&D and you can easily reflavor much of it, like the eladrin subrace, to suit your tastes.
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
You might also want to throw in a few traits from Tiefling, such as fire resistance.
You could go the Bard route also, and that could work well stat-wise with Sorcerer. College of Glamour and College of Whispers both have their own versions of mind control.
It would be helpful for you to think about this character's inclinations and habits b/c it sounds like you want to take the role play-heavy route rather than the combat-focus-only route. Also, what does this character think about herself? These questions will help you decide which features and abilities best suit both your play style and your character progression.
So I kind of messed with the home brew race portion And came up with this race wise. Still a work in progress. But at least I put something down on paper so to speak.
https://www.dndbeyond.com/races/210336-strangeling
Ideas, constructive criticisms?
It says <Internal Server Error> when I click on the link.
https://www.dndbeyond.com/races/210336-strangeling
Hard to judge without knowing what you intend for this. Is this just for one character? Are you trying to populate a region or a city with creatures of this same race?
I will say that I think it's strange that there are several class prohibitions built into this race. Are you sure that is what you want?
Nearly all of these traits are flavor text and would have no meaningful effect. Every race has the following traits: Age, Alignment, Size, Speed, and Languages.
Magic Distortion sounds game changing, and not positively. The DM might find themselves furious that very spell they throw at you you shrug off. I suggest something like Gnome Cunning, or if you would prefer something much, much stronger, Magic Resistance. I would treat magic resistance with an unparalleled level of delicacy. It is easily one of the most powerful abilities in D&D. If you still want that unpredictable magic, I strongly suggest the wild magic sorcerer.
Gremlin’s Grace reads like barbarian’s danger sense. Feel free to copy that text; perhaps make it a reaction.
Barehand Smithing and Tinkering OR Blessed Botany and Crazy Potion Making is a cumbersome name. Maybe go with Strange Creativity. Make it an option between proficiency with smith’s tools and tinker’s tools or proficiency in the nature skill and proficiency with alchemist’s supplies.
The ability score increase should also have a score increase by one. I recommend charisma.
Does Going Feral’s ability bonuses apply to the ability score or the modifier?
I will try not to repeat what Song of Blues has said. Unstable Creation should be scrapped. This character, as we have suggested, is a sorcerer or a bard. I ask you, why would you prohibit your choices in this way? Wouldn’t a creature made from magic be more inclined to be an arcane caster?
I would rename Getting into tight spaces and give a climbing speed.
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
So, in general, my thought process was that if a creature has a nature that tends to inherently disrupt magic would they be able to use magic themselves? I figured no, however, I see that this isn't the general consensus. Definitely, a change can be made.
"The following traits: Age, Alignment, Size, Speed, and Languages." - Can do, It's still a work in progress, this is my first time trying this and honestly, I appreciate the help.
I was trying to get the options going between the smithing and botany thing however it wasn't complying, I'll take another crack at it.
I'll look at the charisma score increase.
The going feral thing, again, still working it out. How would you approach it?
WIll rename the climbing/tight spaces thing.
However, my main idea with this creature is to have some kind of effect on magic in a general area (that I have yet to determine, leaning towards within 5 to 10 feet, not super huge).
Thinking I might consider keeping this effect and indeed just adding resistance instead of just adding other effects.
I would consider not many small benefits with equally small restrictions.
I would write it like this:
On the topic of Magic Distortion, it’s worth considering that combat is one of the most complicated and taxing parts of gameplay, magic especially. Anything that adds rules and complexity to spellcasting needs to be carefully considered.
You’re doing a great job so far! Keep us updated.
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett