On the Giant War – overall it’s really enthralling. A once proud race, struggling for Millennia to reclaim their lost glory and then finally losing their god(s), sense of purpose and way of life, almost all in one go. And then while still struggling to recover and find themselves anew, their driven together for the first time in thousands of years after their brethren lose their home. Still struggling to reform themselves, their old, never forgotten foes, attack suddenly without warning or explanation. There’s enough here for an entire story in itself. I do have a few things I’d like to query/clarify.
I agree, I really liked the idea of a giant culture being completely scrapped.
Is your idea behind Annam’s last words meant to be a kind of motivation for the giants – i.e. he knew the only way they would let go of the Ordnung and the past (and thereby look to the future) was if he completely enraged and rejected them? Or did you feel Annam would never, even at the very end, be able to forget his wrath at his children for failing to restore Ostoria?
It was more of a disowning and rebuke of them. He'd already abandoned the Ordning, watched them fail to restore their rightful kingdom for centuries, and saw them reject Hartkiller, his favorite son. He was over it, in simplest terms. His last words were to criticize his children and try to get them to change. He wasn't really enraged, more extreme parental disappointment and generally ticked off with them.
Would a God as stubborn as Annam really tell them to abandon the Ordnung? I thinks it’s an interesting idea and it fits with the narrative your laying out, but I’m just wondering would it make sense, past lore-wise, for Annam to make this decision?
Annam already abandoned the Ordning in the Forgotten Realms. That's a major part of the Storm King's Thunder.
I’m assuming the loss of the Ordnung led to some infighting as they tried to figure out their new caste system? Plus the Fire and Frost Giants are forcefully thrown into the middle of the mix, due to the loss of their homes.
Yes, it would have led to in-fighting, but they were eventually somewhat united when the war with the dragons started. But, most of them lost their homes. Stone Giants, Fire Giants, Frost Giants, and Storm Giants did. Hill Giants and Cloud Giants didn't change setting, really.
I think some of the Giants might be normally a bit calmer than Frost/Fire Giants say, so perhaps something you could include in the Lore is that the Storm Giants did sue for peace/sent peace overtures but the dragons viciously rejected them/slew the envoys/whatever thus completely earning the ire of all giants.
Oh, not the Storm Giants. They would've been the most angry for being accused of an act of war. I think the peacemakers would've been the Cloud giants, the hotheads are the Storm Giants.
I’m not sure about the ending – I mean the dragons are literally incandescent with rage, the flames of grievances old and new burning within them, and they’re probably focused on the sole destruction of giants. I don’t think they’d readily stop.
As for the giants – war has become the meaning of their lives. They wouldn’t stop easily.
They did not readily stop. Both of the sides in war had equal motivation to continue fighting at this point, but the Celestials absolutely devastated their armies. They were forced to stop, with the consequence of death if they didn't. If they had not agreed to surrender, there would be practically no true dragons and giants on Toril.
And I think, based on your descriptions, the Celestials would be too busy guarding the seas to really mediate things. Plus, I think it’s too easy. There’s no challenge for the races (or later on PCs).
The Angels were too busy guarding the seas, but not the rest of the Celestials (Aasimar, Coatl, Archons, Empyreans, etc). Also, for the challenge part, the giants are still in war with the Aboleths and Krakens, and the Dragons are doing their own thing (which I'll describe in a later post, I'm still working on it).
I love the ideas of after losing the Ordnung and being caught in the mire of war, the giants re-finding meaning in their cultural ways old and new. I think it’s an interesting idea of the new system coming out of the only structure they could grasp post Catastrophe, War. I also like the idea of them becoming a coastal race and focusing on the war with the Aboleths. However, if the celestials need help from Giants for this war, I think this adds weight to the arguments that they didn’t have the power to end the 2 Dragon-Giant War in the first place.
The angels were focusing on protecting the cities from the Krakens, Sahuagin, Krakenspawn, Chuul/Skum, Dragons and Giants, not driving out the Krakens or retaking the oceans. The Celestials are mostly not helping with the war between the Krakens, Aboleths, and Giants.
Perhaps another war forced them to put aside their differences – like the Aboleth inventing a new weapon or re-discovering an ancient construct(s) or something that they use to attack the terrestrial world, including the dragons and giants who temporarily put aside their differences to deal with this new threat. Afterwards, the Celestials, desperate for aid in their war to defend the terrestrial realms, try to mediate peace between the two sides and get them focused on a common enemy. OR, instead the temporary ceasefire never ends as the Aboleth prove a more difficult foe than anticipated and their forced to keep fighting them, never having a chance to return to their feud.
I will keep these in mind.
How many of Giants are left all those centuries of fighting?
Probably about 10,000.
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Thanks for the clarification. I haven't read or looked at in any way the Storm King's Thunder so that's good to know.
Yes, you're right, they probably wouldn't be the ones to try peaceful overtures. And since they're so temperamental and have such influence amongst giants (even after the fall of the Ordnung or perhaps because of it I would think that they have a certain amount of clout and influence, since its during times of great unrest that people most cling to what's familiar), they'd probably actively encourage the war with dangerous, reckless abandon.
I must admit I don't think they'd have bowed to anything less than overwhelming force and if the Celestials had the power to spare to do it, they're perhaps the only ones that could bring out such strength. I'm not sure, especially considering the fractured state of the world, any other race or race(s) could do it. If you're going that route though, would the Celestials really have the patience to wait 600 odd years? After everything that's happened and with their ongoing problems with the Aboleth and worrying that the demons might someday break through the barriers (I am yes assuming that's a worry), after a century or so, wouldn't they have gotten totally impatient with dragons-giants rehashing their old and, in the grand scheme of things, pointless feud and just stepped in. It seems more logical/likely that they wouldn't wait so long if they're going to get involved.
"The Celestials are mostly not helping with the war between the Krakens, Aboleths, and Giants."
Oh, ok thanks for that clarification.
I'm looking forward to your piece on the dragons and also the elemental planes and their inhabitants.
I'm currently working on developing a few classes, so I am not focusing on this a ton. When I finish them, I will be able to delve more into this project again, but feel free to post all questions and comments you want. I will answer them, as it's easier for me to clarify things than come up with a whole 1000 year history of a species.
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Okay, it's been awhile. Here's an update for a few creatures:
Dragon Deities. The Catastrophe greatly impacted the dragons, so much so that the True Dragons of Toril are nearly unrecognizable when compared to the True Dragons of Tor-eal. First, we have to cover what qualifies a dragon for being "true." There are 3 types of true dragons, but two of them are much more common than the last type. All three major true dragon types have their own head deity. The two major types of true dragons are Chromatic and Metallic, and the last one are the Gem dragons. Though there are 3 main deities of the True Dragons, two of them more important than the last one, they had a whole pantheon of dragon gods.
The majority of Chromatic Dragons are Black, Blue, Green, Red, or White, but there are Brown, Grey, Purple, and Yellow dragons. Their deity is Tiamat the Dragon Queen, the goddess of evil dragons, who has one head for each of the 5 main chromatic dragons. She lives in the first layer of the Nine Hells, Avernus, and has ruled the layer in the past. The strongest of the chromatic dragons are the Red Dragons, which Tiamat has designated as the leaders of the chromatic dragons.
The main types of Metallic Dragons are Brass, Bronze, Copper, Gold, and Silver, but there are also Mercury, Iron, Steel, and Platinum dragons. The deity of the Metallic Dragons is Bahamut the Platinum Dragon, the god of wisdom and merciful justice. He lives on Mount Celestia and would occasionally would travel to the Material Plane. The most powerful metallic dragons are the Gold Dragons, who are lawful good, and are Bahamut's favorite. All of the main metallic dragon types have the ability to shapechange into pretty much any creature they wish once they grow old enough.
The Gem Dragons are unique in having 6 main types, but one of them was demoted by their deity. They are the Amethyst, Emerald, Sapphire, Topaz, and Crystal dragons, but there are also Amber, Obsidian, and the Ruby Dragon. Their ruling deity is Sardior the Ruby Dragon, god of the night, psionics, secrets, and the Gem Dragons. Sardior ruled on the Ruby Palace, which was a giant golden floating castle that would orbit Toril and sometimes venture into the Astral Plane and other planes of existence. In the Ruby Palace, Sardior has a court of dragons, with one member of each of the main types of Gem Dragons. There used to be a sixth member of this court, an Obsidian Dragon, but for an unknown reason the Obsidian Dragons were cast out of the main cast of gem dragons, and the councilmember of the Obsidian Dragons was slain by Sardior.
During the Catastrophe, all of the dragon deities were in the Outer Planes. Tiamat managed to survive in the Nine Hells as it was cut off from the Inner Planes, but Sardior, Bahamut, and the majority of the other dragon gods sacrificed themselves to protect the Inner Planes. As part of this sacrifice, Bahamut devoted most of his essence to keep the devils out of the Material Plane, but he also allowed all of the true dragons born after his death to no longer be bound by any specific alignment. After this change, any dragon can be any alignment of their choice, just like humanoids.
This changed things instantly. Though the dragons that were already evil remained evil, and the good ones remained good, within one draconic generation, the majority of dragons no longer were bound by their heritage for their alignment. This caused chaos, and took the world years to overcome. Not many realized that gold dragons were no longer wandering protectors of humankind or that red dragons no longer had to be maniacal, vicious, and murderous monsters.
(More coming later, just posting to not lose this.)
Hey! I discovered this Today, binge-read it, and, I gotta say, it is awesome. I'm probably going to...ah, borrow, some of this for my own World.
I have quite a few thoughts, and will probably post them in a few days, once I collect them all.
However, one thing is at the top of my mind right now, for a variety of reasons: Is there going to be a Gnoll Race?
In my World, I had a similar thing happen with the Gnolls, just in reverse: the Gnolls were originally good, but a large portion of the Gnolls were Corrupted by Yeenoghu or Vodkai (Homebrew Goddess of Destruction), becoming the Gnolls we know and love today. Those that were spared the Corruption became known as the Enlightened Gnolls, and are more scholarly, though still having some Bestial Aspects. An Enlightened Gnoll PC would have the Shifter Race (any Subrace, though usually Wildhunt or Longtooth).
Basically, just wondering if you had any plans for a Gnoll playable Race, or not. If you don't, you are more than welcome to use my idea. If you do, I would love to see it! The Shifter plan isn't set in stone, and I would love to see alternatives.
This would also beg the question of what you were planning to do with Shifters (or Kalashtar, or Warforged, for that matter). I know that they don't really have a definite place in the Realms, but I would still love to see what you could come up with.
Keep up the Outstanding work! I would love to see how this world continues to develop.
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Seven there shall be/In the halls of the eighth/Eights shall witness/Eight and eight and eight and eight/Blood of the father/Blood of the sun/Endless darkness/Day is done
Hey! I discovered this Today, binge-read it, and, I gotta say, it is awesome. I'm probably going to...ah, borrow, some of this for my own World.
Feel free to do so! Borrow or steal anything you like! It must have taken awhile to have finished this, it's quite long.
I have quite a few thoughts, and will probably post them in a few days, once I collect them all.
I'll await future comments!
However, one thing is at the top of my mind right now, for a variety of reasons: Is there going to be a Gnoll Race?
In my World, I had a similar thing happen with the Gnolls, just in reverse: the Gnolls were originally good, but a large portion of the Gnolls were Corrupted by Yeenoghu or Vodkai (Homebrew Goddess of Destruction), becoming the Gnolls we know and love today. Those that were spared the Corruption became known as the Enlightened Gnolls, and are more scholarly, though still having some Bestial Aspects. An Enlightened Gnoll PC would have the Shifter Race (any Subrace, though usually Wildhunt or Longtooth).
Basically, just wondering if you had any plans for a Gnoll playable Race, or not. If you don't, you are more than welcome to use my idea. If you do, I would love to see it! The Shifter plan isn't set in stone, and I would love to see alternatives.
There will indeed be a Gnoll race. I currently have not created it, as I have been quite busy lately with other homebrew, but this is going to be made sometime. Shifters already exist in this world, as part of the Feywild races, but I like your world's lore! I'm probably not going to borrow from it, but appreciate you sharing.
This would also beg the question of what you were planning to do with Shifters (or Kalashtar, or Warforged, for that matter). I know that they don't really have a definite place in the Realms, but I would still love to see what you could come up with.
Keep up the Outstanding work! I would love to see how this world continues to develop.
There kind of are shifters in the Forgotten Realms, but not really. In Tor-eal, the Glooming Council has a lycanthrope member who is the creator/patron of the Shifter race. Kalashtar will probably not be present in Tor-eal, as there are no Quori, but I could take inspiration from them for another race if I need to.
Warforged also will probably not be in this world, but I do want to add some race similar to them, like a Golemkin race, or something like that. I will have to think about it further, but that's my current plan for those races.
Thanks for reading and your comments! I will continue to create the lore for this world.
Hey! I discovered this Today, binge-read it, and, I gotta say, it is awesome. I'm probably going to...ah, borrow, some of this for my own World.
Feel free to do so! Borrow or steal anything you like! It must have taken awhile to have finished this, it's quite long.
I have quite a few thoughts, and will probably post them in a few days, once I collect them all.
I'll await future comments!
However, one thing is at the top of my mind right now, for a variety of reasons: Is there going to be a Gnoll Race?
In my World, I had a similar thing happen with the Gnolls, just in reverse: the Gnolls were originally good, but a large portion of the Gnolls were Corrupted by Yeenoghu or Vodkai (Homebrew Goddess of Destruction), becoming the Gnolls we know and love today. Those that were spared the Corruption became known as the Enlightened Gnolls, and are more scholarly, though still having some Bestial Aspects. An Enlightened Gnoll PC would have the Shifter Race (any Subrace, though usually Wildhunt or Longtooth).
Basically, just wondering if you had any plans for a Gnoll playable Race, or not. If you don't, you are more than welcome to use my idea. If you do, I would love to see it! The Shifter plan isn't set in stone, and I would love to see alternatives.
There will indeed be a Gnoll race. I currently have not created it, as I have been quite busy lately with other homebrew, but this is going to be made sometime. Shifters already exist in this world, as part of the Feywild races, but I like your world's lore! I'm probably not going to borrow from it, but appreciate you sharing.
This would also beg the question of what you were planning to do with Shifters (or Kalashtar, or Warforged, for that matter). I know that they don't really have a definite place in the Realms, but I would still love to see what you could come up with.
Keep up the Outstanding work! I would love to see how this world continues to develop.
There kind of are shifters in the Forgotten Realms, but not really. In Tor-eal, the Glooming Council has a lycanthrope member who is the creator/patron of the Shifter race. Kalashtar will probably not be present in Tor-eal, as there are no Quori, but I could take inspiration from them for another race if I need to.
Warforged also will probably not be in this world, but I do want to add some race similar to them, like a Golemkin race, or something like that. I will have to think about it further, but that's my current plan for those races.
Thanks for reading and your comments! I will continue to create the lore for this world.
If I ever become a dnd book designer I'll definitely make this a campaign setting.
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"Life is not a problem to be solved but a reality to be experienced"- Soren Kierkgaard
So, on Third's Homebrew Subclasses Page, I did a review on each of the Subclasses.
Yeah, I'm going to be doing that for all of the Races. I'll try to do a few Longer posts, so as not to flood the Thread. Sadly, won't advance my Titles as much :P
Aaaaanyway, here we go.
Feybolg.
Lore/Flavor: So, taking the Feyness of the Firbolg, and multiplying it by a lot. Cool. I like that.
ASI: Wis is unchanged from Basic Firbolg, or Basebolg, Dex instead of Str. Makes sense, as they're now more Fey, and Fey are typically quick and dexterous. All good, no comments.
Age: Longer lifespan, that makes sense.
Alignment: Chaotic, makes sense for Fey.
Size: Shorter than Basebolg, okayyyy...I would love a reason; no real complaints.
Speed: I'll be ignoring speeds, they aren't that important.
Feybolg Magic: It says "You know the [Tooltip Not Found] cantrip." ? Otherwise, Charm Person makes sense, as does Mirror Image. Charm Person's at 2nd Level, I think that's okay.
Hidden Step: Basebolg Hidden Step, plus a "Misty Step" style Teleport. Would be a bit OP, but does replace Powerful Build.
Speech of Beast and Leaf: Same as with Basebolg.
Languages: Same as with Basebolg.
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Seven there shall be/In the halls of the eighth/Eights shall witness/Eight and eight and eight and eight/Blood of the father/Blood of the sun/Endless darkness/Day is done
Lore/Flavor: So, taking the Feyness of the Firbolg, and multiplying it by a lot. Cool. I like that.
Yep. Previous editions' firbolg + fey equals this edition's firbolg. Whey you add even more fey to that, you get the Feybolg.
ASI: Wis is unchanged from Basic Firbolg, or Basebolg, Dex instead of Str. Makes sense, as they're now more Fey, and Fey are typically quick and dexterous. All good, no comments.
Yep. Simple change, I thought it fit them becoming more fey.
Size: Shorter than Basebolg, okayyyy...I would love a reason; no real complaints.
Basically, through the centuries they spent in the feywild, to increase their numbers, they had to breed with other races, decreasing their strength and height. This was also partially caused by the weird magic the the feywild, which often causes inexplicable strange changes in people and races that go there for a prolonged amount of time.
Feybolg Magic: It says "You know the [Tooltip Not Found] cantrip." ? Otherwise, Charm Person makes sense, as does Mirror Image. Charm Person's at 2nd Level, I think that's okay.
Thematic-ness: More like actual Turtles, with more of an Aquatic Theme than the Normal Tortle (Normtle).
ASI: Same as Normtle. No comment.
Age, Size: Same as Normtle (presumably, there's no Size section).
Speed: Swimming Speed of 30ft. Makes sense.
Amphibious: Also makes sense.
Natural Armor/Shell Defense: Same as Normtle. Maybe, just to balance a bit, change the AC to 16? Just to help balance out Amphibious.
Survival Instinct: Survival, plus Athletics. This and Swimming balance out the loss of Claws, IMO.
Languages: Same as Normtle.
Surdrae (I'll do the Linked Races at their independent Comment Sections)
Thematic-ness: Good Drow! Finally. Yeah, the Flavor is good, nothing really to say.
ASI: Wis +1. Okay. Makes sense, especially with the description of why.
Improved Darkvision: Hmmm...I'm not sure about this. I understand that it's replacing a possible Weapon Training, but it does seem a little OP. Its the highest Darkvision in the game, other than Twilight and Darkness. I think its fine though, as it does balance out a possible Weapon Training.
Innate Spellcasting: Great spell list, incredibly Thematic. This whole Race really makes me want a Moon Domain Cleric.
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Seven there shall be/In the halls of the eighth/Eights shall witness/Eight and eight and eight and eight/Blood of the father/Blood of the sun/Endless darkness/Day is done
Thematic-ness: KENKUUUUUU!!! WITH WINGSSS!!!! YASSSS!!! Great Flavor, I love it.
ASI: Dex +2, same as base Kenku (Besku). Any Ability Score +1, instead of Wis +1. I like this a lot more than the Besku ASI. It gives more variability, and lets the Nemrav fill a lot of different Roles.
Age/Alignment/Size: No Comment.
Darkvision: Standard, No Comment.
Wings: They can fly! Also, no Armor restriction. Very Good Ability.
Keen Talent: When it says "Choose one skill, two artisan tools or two music instruments, or one of each", did you mean to say Two Skills? Either way, this is a VERY potent ability. Either one/two skills, two Artisan's Tools, or two Instruments? That's great. You could also choose one of each, which is also great, and gives more versatility. Great ability, maybe a bit OP.
Languages: Common, Ravvick. Okay, you get Common, and a Language that almost no one will know. Maybe also add Auran? Or an "any one language".
Great Race, definitely using this for my Arisen Kenku Paladin. I'm also planning on using your Oath of Souls, so I might send it to you at some point, just to show you how the features work together, and if it seems OP, or underpowered.
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Seven there shall be/In the halls of the eighth/Eights shall witness/Eight and eight and eight and eight/Blood of the father/Blood of the sun/Endless darkness/Day is done
Thematic-ness: This is VERY interesting. Being able to play as a Drider would lead to some great RP, and the Lore is also really fun.
ASI: Dex, Str, Con +1. Yeah, that's fair.
Age/Alignment/Size: No real comments.
Fey: Interesting. Fits with the lore, so I'm fine with it.
Spider Climb: Potent ability, will add some fun stuff to gameplay. Miniatures and Maps would be a pain, though.
Arachnid Build: Makes sense, no comment.
Innate Spellcasting: Okay, the spells make sense. No real comments or complaints.
Sunlight Sensitivity: Annoying, but makes some amount of sense.
Darkvision: 90ft? That's new. As always, could change it to 60ft and remove Sunlight Sensitivity.
Draevar Silk Weaving: Adds quite a bit of Flavor, and is a slightly less good version of a Lizardfolk's Cunning Artisan.
Web: Okay. The first part makes sense, but you don't have any mechanical feature that straight up says that you can make a Web. Maybe add that to this feature? Or, I guess it could be related to the Web spell? Either way, the Web Shot is cool, and makes a lot of sense. I would change the number of uses to your Constitution Modifier, though.
Natural Armor. This ability is cool, but I think it's too much. Spider Climb, Spellcasting, Slightly Nerfed Cunning Artisan, A Restraining Effect, AND Natural Armor? It just seems like a bit too much. I'd say, either scrap this, or change it to 12+Dex Mod (or Con, even), rather than 14+Prof (Prof? Why Prof?).
Languages: Yeah, no comments.
Overall, a fun race, if a tad bit OP, IMO. Abilities are good for any Class. Web is good for Warriors/Skirmishers, Spider Climb is GREAT for squishy Spellcasters. I'm a fan. Maybe a Draevar Unseelie Born Sorcerer?
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Seven there shall be/In the halls of the eighth/Eights shall witness/Eight and eight and eight and eight/Blood of the father/Blood of the sun/Endless darkness/Day is done
Thematic-ness: More like actual Turtles, with more of an Aquatic Theme than the Normal Tortle (Normtle).
Yep.
Natural Armor/Shell Defense: Same as Normtle. Maybe, just to balance a bit, change the AC to 16? Just to help balance out Amphibious.
I could do that, but I don't really know if it's OP to keep it this way. I'll mull it over.
Surdrae (I'll do the Linked Races at their independent Comment Sections)
Okay, great!
Improved Darkvision: Hmmm...I'm not sure about this. I understand that it's replacing a possible Weapon Training, but it does seem a little OP. Its the highest Darkvision in the game, other than Twilight and Darkness. I think its fine though, as it does balance out a possible Weapon Training.
It's no more OP than a Deep Gnome's improved darkvision, and they don't get sunlight sensitivity. I took away sunlight sensitivity and weapon training to balance the subrace a bit while fitting the theme.
Innate Spellcasting: Great spell list, incredibly Thematic. This whole Race really makes me want a Moon Domain Cleric.
Or Circle of Stars Druid.
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ASI: Dex +2, same as base Kenku (Besku). Any Ability Score +1, instead of Wis +1. I like this a lot more than the Besku ASI. It gives more variability, and lets the Nemrav fill a lot of different Roles.
Yep. Everyone likes Dexterity, and everyone likes choosing any ability score that they want.
Wings: They can fly! Also, no Armor restriction. Very Good Ability.
It is. No armor restriction is very good for any race with wings.
Keen Talent: When it says "Choose one skill, two artisan tools or two music instruments, or one of each", did you mean to say Two Skills? Either way, this is a VERY potent ability. Either one/two skills, two Artisan's Tools, or two Instruments? That's great. You could also choose one of each, which is also great, and gives more versatility. Great ability, maybe a bit OP.
Oh, sorry. I will fix that. I might change it to two skills, and then have one of each. It will give you an extra proficiency, but as music instruments aren't always super useful, it is probably not too OP.
Languages: Common, Ravvick. Okay, you get Common, and a Language that almost no one will know. Maybe also add Auran? Or an "any one language".
I could try something like that.
Great Race, definitely using this for my Arisen Kenku Paladin. I'm also planning on using your Oath of Souls, so I might send it to you at some point, just to show you how the features work together, and if it seems OP, or underpowered.
Great! Thanks!
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Thematic-ness: This is VERY interesting. Being able to play as a Drider would lead to some great RP, and the Lore is also really fun.
Yeah. It would be a very interesting character, definitely. Now you can play a spider person if you want.
Fey: Interesting. Fits with the lore, so I'm fine with it.
Yeah. They don't really fit being humanoids, as they have 10 appendages, and I didn't want to make a Monstrosity race, so I gave them a lore reason for becoming fey. They're kind of like the dark-spider version of centaurs in this world.
Spider Climb: Potent ability, will add some fun stuff to gameplay. Miniatures and Maps would be a pain, though.
Yeah. It works especially well when combined with some other abilities they get, like Snare and Thorn Whip.
Sunlight Sensitivity: Annoying, but makes some amount of sense.
Yes, unfortunately they still get this feature. It helps balance them out a bit, and there's no lore reason for them to not have the feature anymore.
Darkvision: 90ft? That's new. As always, could change it to 60ft and remove Sunlight Sensitivity.
Yes, 90 feet is new. I chose to give it to most races that live in the Feydark and Underfell.
Draevar Silk Weaving: Adds quite a bit of Flavor, and is a slightly less good version of a Lizardfolk's Cunning Artisan.
Yes, it's not as useful as Cunning Artisan, but can be extremely useful with inventive players, and is more available.
Web: Okay. The first part makes sense, but you don't have any mechanical feature that straight up says that you can make a Web. Maybe add that to this feature? Or, I guess it could be related to the Web spell? Either way, the Web Shot is cool, and makes a lot of sense. I would change the number of uses to your Constitution Modifier, though.
It's not really making a web, like a spider web, it's more like the Web feature that giant spiders get. I could change it to Con modifier, but proficiency bonus was to make sure you can't really use it a ton at lower levels. Maybe once a short rest, then? That could make sense, IMO.
Natural Armor. This ability is cool, but I think it's too much. Spider Climb, Spellcasting, Slightly Nerfed Cunning Artisan, A Restraining Effect, AND Natural Armor? It just seems like a bit too much. I'd say, either scrap this, or change it to 12+Dex Mod (or Con, even), rather than 14+Prof (Prof? Why Prof?).
It is a lot, but they do get Sunlight Sensitivity. Maybe it is too much, still. I could change it to 12+Dex, or something like that (proficiency bonus is to make it a bit like the drider, but it is kind of weird.
Overall, a fun race, if a tad bit OP, IMO. Abilities are good for any Class. Web is good for Warriors/Skirmishers, Spider Climb is GREAT for squishy Spellcasters. I'm a fan. Maybe a Draevar Unseelie Born Sorcerer?
I agree. It's probably a bit too OP. It is good for most classes, but there are some cool options, like Monk, Unseelie Sorcerer, Warlock, and Barbarians. Should I change the spellcasting ability to Con instead of Wis?
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A while back, I was asked if I was going to add certain Eberron races to this world. I automatically knew that Dragonmarked races would not be available, but I was hesitant about a few of them. I have decided that the world will have Changelings and Shifters, but Warforged and Kalashtar are still Eberron specific. However, I did create equivalents to those, listed below with small descriptions (full lore and stats will come in later posts):
This world does not have Warforged, but there is something similar to them. This world's technology and magic has spread a lot since the Catastrophe, but they arenot as wide-spread as Eberron. Warforged were created in Eberron for the sole purpose of fighting in the Last War, but since Tor-eal has had no major human wars among the artificers of Lantan, they did not create Warforged. Instead, they began experimenting with creating constructs and sentience through the collaboration of Archivists, Transmuters, Magen-Masters, Battle Smiths, and creators of sentient magic items. After hundreds of years of experimenting and revisions, they eventually were able to create a fully sentient race of constructed humanoids, called the Golmeng (originally called Golemkin, but warped over hundreds of years). They originally created 4 types of the Golemkin; the Fleshlings, Alchemical Claylings, Immutables, and Craggened. They eventually were perfected and changed, causing there to be 3 subraces of the Golmeng, listed below:
The Chelmic, whose bodies are created from a mixture of magical clay, small amounts of powdered mithral, and alchemical solvents, as well as other magical ingredients. Resistant to acid, Chelmic are a diverse and pliable subrace that have hardened skin and the ability to gain a small burst of speed.
Immurts are Golmengs who are designed to be rigid and unchangeable, formed out of an adamantine and stainless-steel alloy, capable of absorbing electricity. Their bodies are rigid and strong, and they are incapable of having their bodies changed unwillingly.
The rocky Gragnef are as hard as stone and as fiery as their molten hearts of elemental rubies. They are formed out of any type of igneous rock, and are as strong as the rocks that they were carved from. Resilient to extreme heat, Gragnef can spew magma out of their mouth to harm enemies.
Though this world does not have Quori or Kalashtar, their role in Eberron is filled in Tor-eal. The race that manages to fill their role are the Felshen, originally starting out as a fleshy, monstrous subrace of the Golmeng. However, unlike the Golmeng, who cannot reproduce as other races, the Felshen can. This race was created by the flesh-stitchers, alchemists, archivists, transmuters, and other fleshmancers of Lantan in their attempt to create a hyper-intelligent race of full humanoids. They appear as humans, but their skin are vibrant colors depending on the individual, ranging from bluish turquoise, green cyan, paper white, magenta, obsidian black, and cream-orange. Their hyper-intelligence and diversity makes them extremely adept at psionic powers, which they discovered for themselves, now becoming a fully independent race of people.
Those are the "short" descriptions of them. I'll come back later today with full descriptions of their race, physical appearance, lore, and culture. I'd love feedback before then if you can! Thanks!
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I just found this and it is amazing! I've been skimming and so far it looks very good. My questions are
1. What happened to the devils? Are they still trying to get in to the inner planes? Do cult's still worship devil's? As a warlock could you still have a pact with a devil? Can you still summon devils?
2. Are you going to elaborate on what happened to the changelings?
3. If all the gods are dead would Clerics and Paladins not worship a deity but a idea?
If you answered these earlier and I didn't see I apologize for wasting your time. Thank you!
I just found this and it is amazing! I've been skimming and so far it looks very good. My questions are
1. What happened to the devils? Are they still trying to get in to the inner planes? Do cult's still worship devil's? As a warlock could you still have a pact with a devil? Can you still summon devils?
2. Are you going to elaborate on what happened to the changelings?
3. If all the gods are dead would Clerics and Paladins not worship a deity but a idea?
If you answered these earlier and I didn't see I apologize for wasting your time. Thank you!
They're still in the Outer Planes trying to get into the Inner Planes. Cults no longer worship devils. No, warlocks can't have a pact with devils, but can with some still existing fiends, though they're extremely rare (Night Hags, mostly). You can no longer summon devils.
There are changelings, and I will detail what happened to them. They mostly live in the Feywild.
Not all of the gods are dead, just most of them. All clerics and paladins in 5e can worship/be devoted to an idea instead of a deity, but those types of paladins/clerics are more common in Tor-eal than the normal forgotten realms.
No problem. Thanks for asking and reading. I'll answer any other questions you or others have. Have a good day!
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In Lantoin, the capitol city of Lantanea, over 700 years ago the master artifices of the city decided to experiment and see if they could achieve the seemingly impossible, the complete creation of full races of complete, sentient people. Up until this point, they were very aware of the possibilities of creating constructed people, like Steel Defenders, Homunculus Servants, Shield Guardians, Clockworks, Golems, and so on, but had not achieved the creation of a completely independent and truly sentient constructs.
They knew that sentience could be created through multiple effects, like the awaken spell, archivist-specialist artificers, the creation of sentient magic items, and similar magic. They also knew of the existence of fully sentient constructs, like Modrons, Inevitables, Magen, and other such creatures. However up until this point, they had never succeeded at any attempt to create a completely independent, fully sentient and self-willed, diverse and constructed race of authentic people, not some mere imitation of it. Thus, the Golmeng were created. Their original name were the Golemkin, and they had the 4 following subraces; the Chemical Claylings, Immutables, Craggled, and Fleshling. However, there are now only 3 subraces, and all of the names have changed, to the; Chelmic, Immurts, and Gragnef.
The Golmeng have now spread across Tor-eal and are a fairly common race. They were crafted, but are humanoids, not constructs. Though they are created through magic and artifice, they are no longer allowed to be created by anyone besides a golmeng of the same subrace. They are a diverse race of all types and personalities, just like other races of people. This is their race:
Golmeng
A crafted race of clay, metal, and stone, the Golmeng have three subraces; the Chelmic, Gragnef, and Immurts, but used to have another subrace, now their own race, the Felshen. They are a diverse and tough race, often with hardened skin. Though they are crafted, they are now fully alive, and are humanoids and not constructs. They are watchful and never-sleeping, and typically a lawful race of people.
Their names are filled with hard consonants, especially plosives, which is chosen by them upon their creation. Their crafter name is the same as the crafter who created them, their names originating with the artificers who worked to create the first Golmeng.
As a Golmeng character, you gain the following racial traits.
Ability Score Increase.
Your Constitution score increases by 1.
Age.
Gomeng do not age and cannot be aged by magic or any other effect.
Alignment.
Golmeng typically lean towards lawful and neutral alignments, but may be any of their choice.
Size.
Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:
Size modifier = 2d8
Height = 6 feet + your size modifier in inches
Weight in pounds = 300 + (4 × your size modifier)
Speed.
Your base walking speed is 30 feet.
Constructed Resilience.
You were created to have remarkable fortitude, represented by the following benefits:
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
You don’t need to eat, drink, or breathe.
You are immune to disease.
You don’t need to sleep, and magic can’t put you to sleep.
Darkvision.
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.
Languages.
You can speak, read, write, and understand Common and one other language of your choice.
Sleepless.
For you, you do not sleep when you take a long rest, instead remaining immobile when you take one.
Subrace.
You choose one of the following subraces: Chelmic, Immurts, and Gragnef.
Chelmic:
As a Chelmic Golmeng, you are created from alchemical materials, a mixture of magical clay and mithral powder, and other magical ingredients. Your veins are filled with chemical solvents and magical components that help mend internal and external damage. You skin is thick, tough, hardened clay, but your insides are mostly pliable and easily mendable clay, which oozes out to replace lost body parts.
Chelmic Traits
Ability Score Increase.
Any ability score of your choice, except for Constitution, increases by 2.
Acidic Resilience.
You gain resistance to acid damage.
Alchemical Clayworker.
You gain proficiency with alchemists' and potter's tools.
Hardened Skin.
While not wearing armor, your base AC equals 12 + your Constitution modifier.
Surge.
As a bonus action, you may give yourself a +2 to AC, advantage on Dexterity saving throws, and the ability to make a melee weapon attack as a bonus action until the end of your next turn. Once you use this feature, you may not do so again until you finish a short rest.
Immurts:
Immurts are a subrace of Golmeng designed to be unchangeable, unscarrable, and permanently in the same form. The rogue septon modron artificer, Keloke, who managed to survive the Catastrophe and find their way to Lantan after the Great Sacrifice corroborated with archivists, steel-smiths, iron-golem makers, and gnome crafters to create this subrace. The Immurts are extremely resilient, formed out of an adamantine-stainless-steel alloy, filled with ionic electrical mixtures to fuel their self-reparable bodies, and wired with a gold-mithral alloy that conducts their electric-resilient bodies. Their personalities are often as rigid and unchangeable as their bodies, making them extremely stubborn and unrelenting. Due to this, it is quite common for Immurt adventurers to be paladins, warlocks, barbarians, monks, wizards, and artificers.
Immurts Traits
Ability Score Increase.
Your Strength and Constitution scores both increase by 1.
Electric Resilience.
You gain resistance to lightning damage.
Immutable.
You are immune to any effect or spell that would change your form, such as polymorph, alter self, or Wild Shape.
Steel Form.
You gain no benefit from wearing armor, but do from shields. Your base Armor Class is equal to 10 + your Strength modifier + your Constitution modifier
Metallurgist.
You gain proficiency with smiths' tools.
Gragnef:
The Golmengs who are as everlasting and durable as stone, while also appearing as distinguished and ornately carved stone statues, the Gragnef are as tough as rocks. As one of the most diverse types of Golmengs, a Gragnef's exterior is carved from any type of tough igneous or metamorphic rock, from marble and alabaster, to granite, basalt, quartz, and other types of stone. Though they may appear as statues, these Golmengs were originally designed to create art and architecture. Lantanean Dwarves, fire-elementalists, and rock gnome stone-carvers teamed up to create this subrace of Golmengs. Their interiors are filled with magical magma, which has the purpose of oozing lava to fill the cracks and other breakages in these intimidating, rocky humanoids. The magma is fueled by an elemental fire-ruby shaped as a rigid heart, warming their core. Due to their connection to fire and stone, these Golmengs are often barbarians, fighters, elementalists, and fire-sorcerers.
Gragnef Traits
Ability Score Increase.
Your Strength score increases by 2.
Heart of Magma.
You gain resistance to fire damage.
Rocky Armor.
You gain no benefit from armor, but you do from shields. Your base armor class is equal to 14 + your proficiency bonus
Stone Carver.
You gain proficiency with masons' tools.
Spew Lava.
You may use an action to spew lava from either an injure part of your body or your mouth. One creature within range must make a Dexterity saving throw, the DC being 8 + your proficiency bonus + your Constitution modifier. On a failed save, they take 4d6 fire damage, or half as much on a successful one. This damage increases by 1d6 at levels 5, 9, 13, and 17. Once you use this feature, you may not do so again until you finish a short rest.
Okay, that's the gragnef. I might make another subrace that is made of glass, crystals, and obsidian, but I'm not sure.
I agree, I really liked the idea of a giant culture being completely scrapped.
It was more of a disowning and rebuke of them. He'd already abandoned the Ordning, watched them fail to restore their rightful kingdom for centuries, and saw them reject Hartkiller, his favorite son. He was over it, in simplest terms. His last words were to criticize his children and try to get them to change. He wasn't really enraged, more extreme parental disappointment and generally ticked off with them.
Annam already abandoned the Ordning in the Forgotten Realms. That's a major part of the Storm King's Thunder.
Yes, it would have led to in-fighting, but they were eventually somewhat united when the war with the dragons started. But, most of them lost their homes. Stone Giants, Fire Giants, Frost Giants, and Storm Giants did. Hill Giants and Cloud Giants didn't change setting, really.
Oh, not the Storm Giants. They would've been the most angry for being accused of an act of war. I think the peacemakers would've been the Cloud giants, the hotheads are the Storm Giants.
They did not readily stop. Both of the sides in war had equal motivation to continue fighting at this point, but the Celestials absolutely devastated their armies. They were forced to stop, with the consequence of death if they didn't. If they had not agreed to surrender, there would be practically no true dragons and giants on Toril.
The Angels were too busy guarding the seas, but not the rest of the Celestials (Aasimar, Coatl, Archons, Empyreans, etc). Also, for the challenge part, the giants are still in war with the Aboleths and Krakens, and the Dragons are doing their own thing (which I'll describe in a later post, I'm still working on it).
The angels were focusing on protecting the cities from the Krakens, Sahuagin, Krakenspawn, Chuul/Skum, Dragons and Giants, not driving out the Krakens or retaking the oceans. The Celestials are mostly not helping with the war between the Krakens, Aboleths, and Giants.
I will keep these in mind.
Probably about 10,000.
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Thanks for the clarification. I haven't read or looked at in any way the Storm King's Thunder so that's good to know.
Yes, you're right, they probably wouldn't be the ones to try peaceful overtures. And since they're so temperamental and have such influence amongst giants (even after the fall of the Ordnung or perhaps because of it I would think that they have a certain amount of clout and influence, since its during times of great unrest that people most cling to what's familiar), they'd probably actively encourage the war with dangerous, reckless abandon.
I must admit I don't think they'd have bowed to anything less than overwhelming force and if the Celestials had the power to spare to do it, they're perhaps the only ones that could bring out such strength. I'm not sure, especially considering the fractured state of the world, any other race or race(s) could do it. If you're going that route though, would the Celestials really have the patience to wait 600 odd years? After everything that's happened and with their ongoing problems with the Aboleth and worrying that the demons might someday break through the barriers (I am yes assuming that's a worry), after a century or so, wouldn't they have gotten totally impatient with dragons-giants rehashing their old and, in the grand scheme of things, pointless feud and just stepped in. It seems more logical/likely that they wouldn't wait so long if they're going to get involved.
"The Celestials are mostly not helping with the war between the Krakens, Aboleths, and Giants."
Oh, ok thanks for that clarification.
I'm looking forward to your piece on the dragons and also the elemental planes and their inhabitants.
I'm currently working on developing a few classes, so I am not focusing on this a ton. When I finish them, I will be able to delve more into this project again, but feel free to post all questions and comments you want. I will answer them, as it's easier for me to clarify things than come up with a whole 1000 year history of a species.
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Okay, it's been awhile. Here's an update for a few creatures:
Dragon Deities. The Catastrophe greatly impacted the dragons, so much so that the True Dragons of Toril are nearly unrecognizable when compared to the True Dragons of Tor-eal. First, we have to cover what qualifies a dragon for being "true." There are 3 types of true dragons, but two of them are much more common than the last type. All three major true dragon types have their own head deity. The two major types of true dragons are Chromatic and Metallic, and the last one are the Gem dragons. Though there are 3 main deities of the True Dragons, two of them more important than the last one, they had a whole pantheon of dragon gods.
The majority of Chromatic Dragons are Black, Blue, Green, Red, or White, but there are Brown, Grey, Purple, and Yellow dragons. Their deity is Tiamat the Dragon Queen, the goddess of evil dragons, who has one head for each of the 5 main chromatic dragons. She lives in the first layer of the Nine Hells, Avernus, and has ruled the layer in the past. The strongest of the chromatic dragons are the Red Dragons, which Tiamat has designated as the leaders of the chromatic dragons.
The main types of Metallic Dragons are Brass, Bronze, Copper, Gold, and Silver, but there are also Mercury, Iron, Steel, and Platinum dragons. The deity of the Metallic Dragons is Bahamut the Platinum Dragon, the god of wisdom and merciful justice. He lives on Mount Celestia and would occasionally would travel to the Material Plane. The most powerful metallic dragons are the Gold Dragons, who are lawful good, and are Bahamut's favorite. All of the main metallic dragon types have the ability to shapechange into pretty much any creature they wish once they grow old enough.
The Gem Dragons are unique in having 6 main types, but one of them was demoted by their deity. They are the Amethyst, Emerald, Sapphire, Topaz, and Crystal dragons, but there are also Amber, Obsidian, and the Ruby Dragon. Their ruling deity is Sardior the Ruby Dragon, god of the night, psionics, secrets, and the Gem Dragons. Sardior ruled on the Ruby Palace, which was a giant golden floating castle that would orbit Toril and sometimes venture into the Astral Plane and other planes of existence. In the Ruby Palace, Sardior has a court of dragons, with one member of each of the main types of Gem Dragons. There used to be a sixth member of this court, an Obsidian Dragon, but for an unknown reason the Obsidian Dragons were cast out of the main cast of gem dragons, and the councilmember of the Obsidian Dragons was slain by Sardior.
During the Catastrophe, all of the dragon deities were in the Outer Planes. Tiamat managed to survive in the Nine Hells as it was cut off from the Inner Planes, but Sardior, Bahamut, and the majority of the other dragon gods sacrificed themselves to protect the Inner Planes. As part of this sacrifice, Bahamut devoted most of his essence to keep the devils out of the Material Plane, but he also allowed all of the true dragons born after his death to no longer be bound by any specific alignment. After this change, any dragon can be any alignment of their choice, just like humanoids.
This changed things instantly. Though the dragons that were already evil remained evil, and the good ones remained good, within one draconic generation, the majority of dragons no longer were bound by their heritage for their alignment. This caused chaos, and took the world years to overcome. Not many realized that gold dragons were no longer wandering protectors of humankind or that red dragons no longer had to be maniacal, vicious, and murderous monsters.
(More coming later, just posting to not lose this.)
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Hey! I discovered this Today, binge-read it, and, I gotta say, it is awesome. I'm probably going to...ah, borrow, some of this for my own World.
I have quite a few thoughts, and will probably post them in a few days, once I collect them all.
However, one thing is at the top of my mind right now, for a variety of reasons: Is there going to be a Gnoll Race?
In my World, I had a similar thing happen with the Gnolls, just in reverse: the Gnolls were originally good, but a large portion of the Gnolls were Corrupted by Yeenoghu or Vodkai (Homebrew Goddess of Destruction), becoming the Gnolls we know and love today. Those that were spared the Corruption became known as the Enlightened Gnolls, and are more scholarly, though still having some Bestial Aspects. An Enlightened Gnoll PC would have the Shifter Race (any Subrace, though usually Wildhunt or Longtooth).
Basically, just wondering if you had any plans for a Gnoll playable Race, or not. If you don't, you are more than welcome to use my idea. If you do, I would love to see it! The Shifter plan isn't set in stone, and I would love to see alternatives.
This would also beg the question of what you were planning to do with Shifters (or Kalashtar, or Warforged, for that matter). I know that they don't really have a definite place in the Realms, but I would still love to see what you could come up with.
Keep up the Outstanding work! I would love to see how this world continues to develop.
Seven there shall be/In the halls of the eighth/Eights shall witness/Eight and eight and eight and eight/Blood of the father/Blood of the sun/Endless darkness/Day is done
Savior/Sovereign/Saint Foresworn/Traitor/Trusted/Tortured Truthborn/Chosen/Cursed
Created by deities/Created by mortals/Created by powers unseen/Unheard of
Fate speaks of one/Fate speaks to none/Eternal shadows/Day is Done.
Feel free to do so! Borrow or steal anything you like! It must have taken awhile to have finished this, it's quite long.
I'll await future comments!
There will indeed be a Gnoll race. I currently have not created it, as I have been quite busy lately with other homebrew, but this is going to be made sometime. Shifters already exist in this world, as part of the Feywild races, but I like your world's lore! I'm probably not going to borrow from it, but appreciate you sharing.
There kind of are shifters in the Forgotten Realms, but not really. In Tor-eal, the Glooming Council has a lycanthrope member who is the creator/patron of the Shifter race. Kalashtar will probably not be present in Tor-eal, as there are no Quori, but I could take inspiration from them for another race if I need to.
Warforged also will probably not be in this world, but I do want to add some race similar to them, like a Golemkin race, or something like that. I will have to think about it further, but that's my current plan for those races.
Thanks for reading and your comments! I will continue to create the lore for this world.
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If I ever become a dnd book designer I'll definitely make this a campaign setting.
"Life is not a problem to be solved but a reality to be experienced"- Soren Kierkgaard
Oooooooooh Boy.
So, on Third's Homebrew Subclasses Page, I did a review on each of the Subclasses.
Yeah, I'm going to be doing that for all of the Races. I'll try to do a few Longer posts, so as not to flood the Thread. Sadly, won't advance my Titles as much :P
Aaaaanyway, here we go.
Feybolg.
Seven there shall be/In the halls of the eighth/Eights shall witness/Eight and eight and eight and eight/Blood of the father/Blood of the sun/Endless darkness/Day is done
Savior/Sovereign/Saint Foresworn/Traitor/Trusted/Tortured Truthborn/Chosen/Cursed
Created by deities/Created by mortals/Created by powers unseen/Unheard of
Fate speaks of one/Fate speaks to none/Eternal shadows/Day is Done.
Yep. Previous editions' firbolg + fey equals this edition's firbolg. Whey you add even more fey to that, you get the Feybolg.
Yep. Simple change, I thought it fit them becoming more fey.
Basically, through the centuries they spent in the feywild, to increase their numbers, they had to breed with other races, decreasing their strength and height. This was also partially caused by the weird magic the the feywild, which often causes inexplicable strange changes in people and races that go there for a prolonged amount of time.
Sorry, that should be vicious mockery. I'll fix that.
Yep, I got rid of powerful build to increase their "fey-ness" a bit.
Yep. No need to change either as long as they were already connected to the feywild and wildlife.
Thanks!
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Lake Tortle!
Surdrae (I'll do the Linked Races at their independent Comment Sections)
Seven there shall be/In the halls of the eighth/Eights shall witness/Eight and eight and eight and eight/Blood of the father/Blood of the sun/Endless darkness/Day is done
Savior/Sovereign/Saint Foresworn/Traitor/Trusted/Tortured Truthborn/Chosen/Cursed
Created by deities/Created by mortals/Created by powers unseen/Unheard of
Fate speaks of one/Fate speaks to none/Eternal shadows/Day is Done.
Nemrav!
Great Race, definitely using this for my Arisen Kenku Paladin. I'm also planning on using your Oath of Souls, so I might send it to you at some point, just to show you how the features work together, and if it seems OP, or underpowered.
Seven there shall be/In the halls of the eighth/Eights shall witness/Eight and eight and eight and eight/Blood of the father/Blood of the sun/Endless darkness/Day is done
Savior/Sovereign/Saint Foresworn/Traitor/Trusted/Tortured Truthborn/Chosen/Cursed
Created by deities/Created by mortals/Created by powers unseen/Unheard of
Fate speaks of one/Fate speaks to none/Eternal shadows/Day is Done.
Draevar
Overall, a fun race, if a tad bit OP, IMO. Abilities are good for any Class. Web is good for Warriors/Skirmishers, Spider Climb is GREAT for squishy Spellcasters. I'm a fan. Maybe a Draevar Unseelie Born Sorcerer?
Seven there shall be/In the halls of the eighth/Eights shall witness/Eight and eight and eight and eight/Blood of the father/Blood of the sun/Endless darkness/Day is done
Savior/Sovereign/Saint Foresworn/Traitor/Trusted/Tortured Truthborn/Chosen/Cursed
Created by deities/Created by mortals/Created by powers unseen/Unheard of
Fate speaks of one/Fate speaks to none/Eternal shadows/Day is Done.
Thanks! I'll respond tomorrow. Any thoughts on the Vezyi's lore and traits?
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Yep.
I could do that, but I don't really know if it's OP to keep it this way. I'll mull it over.
Okay, great!
It's no more OP than a Deep Gnome's improved darkvision, and they don't get sunlight sensitivity. I took away sunlight sensitivity and weapon training to balance the subrace a bit while fitting the theme.
Or Circle of Stars Druid.
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Yep. Everyone likes Dexterity, and everyone likes choosing any ability score that they want.
It is. No armor restriction is very good for any race with wings.
Oh, sorry. I will fix that. I might change it to two skills, and then have one of each. It will give you an extra proficiency, but as music instruments aren't always super useful, it is probably not too OP.
I could try something like that.
Great! Thanks!
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Yeah. It would be a very interesting character, definitely. Now you can play a spider person if you want.
Yeah. They don't really fit being humanoids, as they have 10 appendages, and I didn't want to make a Monstrosity race, so I gave them a lore reason for becoming fey. They're kind of like the dark-spider version of centaurs in this world.
Yeah. It works especially well when combined with some other abilities they get, like Snare and Thorn Whip.
Yes, unfortunately they still get this feature. It helps balance them out a bit, and there's no lore reason for them to not have the feature anymore.
Yes, 90 feet is new. I chose to give it to most races that live in the Feydark and Underfell.
Yes, it's not as useful as Cunning Artisan, but can be extremely useful with inventive players, and is more available.
It's not really making a web, like a spider web, it's more like the Web feature that giant spiders get. I could change it to Con modifier, but proficiency bonus was to make sure you can't really use it a ton at lower levels. Maybe once a short rest, then? That could make sense, IMO.
It is a lot, but they do get Sunlight Sensitivity. Maybe it is too much, still. I could change it to 12+Dex, or something like that (proficiency bonus is to make it a bit like the drider, but it is kind of weird.
I agree. It's probably a bit too OP. It is good for most classes, but there are some cool options, like Monk, Unseelie Sorcerer, Warlock, and Barbarians. Should I change the spellcasting ability to Con instead of Wis?
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Also, update:
A while back, I was asked if I was going to add certain Eberron races to this world. I automatically knew that Dragonmarked races would not be available, but I was hesitant about a few of them. I have decided that the world will have Changelings and Shifters, but Warforged and Kalashtar are still Eberron specific. However, I did create equivalents to those, listed below with small descriptions (full lore and stats will come in later posts):
Those are the "short" descriptions of them. I'll come back later today with full descriptions of their race, physical appearance, lore, and culture. I'd love feedback before then if you can! Thanks!
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Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I just found this and it is amazing! I've been skimming and so far it looks very good. My questions are
1. What happened to the devils? Are they still trying to get in to the inner planes? Do cult's still worship devil's? As a warlock could you still have a pact with a devil? Can you still summon devils?
2. Are you going to elaborate on what happened to the changelings?
3. If all the gods are dead would Clerics and Paladins not worship a deity but a idea?
If you answered these earlier and I didn't see I apologize for wasting your time. Thank you!
When players get creative.
No problem. Thanks for asking and reading. I'll answer any other questions you or others have. Have a good day!
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Golmeng
In Lantoin, the capitol city of Lantanea, over 700 years ago the master artifices of the city decided to experiment and see if they could achieve the seemingly impossible, the complete creation of full races of complete, sentient people. Up until this point, they were very aware of the possibilities of creating constructed people, like Steel Defenders, Homunculus Servants, Shield Guardians, Clockworks, Golems, and so on, but had not achieved the creation of a completely independent and truly sentient constructs.
They knew that sentience could be created through multiple effects, like the awaken spell, archivist-specialist artificers, the creation of sentient magic items, and similar magic. They also knew of the existence of fully sentient constructs, like Modrons, Inevitables, Magen, and other such creatures. However up until this point, they had never succeeded at any attempt to create a completely independent, fully sentient and self-willed, diverse and constructed race of authentic people, not some mere imitation of it. Thus, the Golmeng were created. Their original name were the Golemkin, and they had the 4 following subraces; the Chemical Claylings, Immutables, Craggled, and Fleshling. However, there are now only 3 subraces, and all of the names have changed, to the; Chelmic, Immurts, and Gragnef.
The Golmeng have now spread across Tor-eal and are a fairly common race. They were crafted, but are humanoids, not constructs. Though they are created through magic and artifice, they are no longer allowed to be created by anyone besides a golmeng of the same subrace. They are a diverse race of all types and personalities, just like other races of people. This is their race:
Golmeng
A crafted race of clay, metal, and stone, the Golmeng have three subraces; the Chelmic, Gragnef, and Immurts, but used to have another subrace, now their own race, the Felshen. They are a diverse and tough race, often with hardened skin. Though they are crafted, they are now fully alive, and are humanoids and not constructs. They are watchful and never-sleeping, and typically a lawful race of people.
Their names are filled with hard consonants, especially plosives, which is chosen by them upon their creation. Their crafter name is the same as the crafter who created them, their names originating with the artificers who worked to create the first Golmeng.
Golmeng Names
Names: Avick, Ayza, Belvoen, Cle, Druve, Evas, Flo, Govvith, Higm, Innoth, Jerli, Kyvlith, Lovi, Movar, Nerah, Optuk, Ployvor, Quol, Revvith, Selar, Trivin, Ugelieth, Verie, Wollin, Xaeluf, Xraei, Ylln, Ystalar, Zoram, Zystaa
Crafter Names: Arvanthoth, Baldrek, Daerigel, Eidilar, Folkor-Filchbatter, Gillana, Hivvansen, Keloke, Nackling, Raulnorpock, Tevrath, Torunn, Twenforp, Zarloen
Golmeng Traits
As a Golmeng character, you gain the following racial traits.
Ability Score Increase.
Your Constitution score increases by 1.
Age.
Gomeng do not age and cannot be aged by magic or any other effect.
Alignment.
Golmeng typically lean towards lawful and neutral alignments, but may be any of their choice.
Size.
Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:
Size modifier = 2d8
Height = 6 feet + your size modifier in inches
Weight in pounds = 300 + (4 × your size modifier)
Speed.
Your base walking speed is 30 feet.
Constructed Resilience.
You were created to have remarkable fortitude, represented by the following benefits:
Darkvision.
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.
Languages.
You can speak, read, write, and understand Common and one other language of your choice.
Sleepless.
For you, you do not sleep when you take a long rest, instead remaining immobile when you take one.
Subrace.
You choose one of the following subraces: Chelmic, Immurts, and Gragnef.
Chelmic:
As a Chelmic Golmeng, you are created from alchemical materials, a mixture of magical clay and mithral powder, and other magical ingredients. Your veins are filled with chemical solvents and magical components that help mend internal and external damage. You skin is thick, tough, hardened clay, but your insides are mostly pliable and easily mendable clay, which oozes out to replace lost body parts.
Chelmic Traits
Ability Score Increase.
Any ability score of your choice, except for Constitution, increases by 2.
Acidic Resilience.
You gain resistance to acid damage.
Alchemical Clayworker.
You gain proficiency with alchemists' and potter's tools.
Hardened Skin.
While not wearing armor, your base AC equals 12 + your Constitution modifier.
Surge.
As a bonus action, you may give yourself a +2 to AC, advantage on Dexterity saving throws, and the ability to make a melee weapon attack as a bonus action until the end of your next turn. Once you use this feature, you may not do so again until you finish a short rest.
Immurts:
Immurts are a subrace of Golmeng designed to be unchangeable, unscarrable, and permanently in the same form. The rogue septon modron artificer, Keloke, who managed to survive the Catastrophe and find their way to Lantan after the Great Sacrifice corroborated with archivists, steel-smiths, iron-golem makers, and gnome crafters to create this subrace. The Immurts are extremely resilient, formed out of an adamantine-stainless-steel alloy, filled with ionic electrical mixtures to fuel their self-reparable bodies, and wired with a gold-mithral alloy that conducts their electric-resilient bodies. Their personalities are often as rigid and unchangeable as their bodies, making them extremely stubborn and unrelenting. Due to this, it is quite common for Immurt adventurers to be paladins, warlocks, barbarians, monks, wizards, and artificers.
Immurts Traits
Ability Score Increase.
Your Strength and Constitution scores both increase by 1.
Electric Resilience.
You gain resistance to lightning damage.
Immutable.
You are immune to any effect or spell that would change your form, such as polymorph, alter self, or Wild Shape.
Steel Form.
You gain no benefit from wearing armor, but do from shields. Your base Armor Class is equal to 10 + your Strength modifier + your Constitution modifier
Metallurgist.
You gain proficiency with smiths' tools.
Gragnef:
The Golmengs who are as everlasting and durable as stone, while also appearing as distinguished and ornately carved stone statues, the Gragnef are as tough as rocks. As one of the most diverse types of Golmengs, a Gragnef's exterior is carved from any type of tough igneous or metamorphic rock, from marble and alabaster, to granite, basalt, quartz, and other types of stone. Though they may appear as statues, these Golmengs were originally designed to create art and architecture. Lantanean Dwarves, fire-elementalists, and rock gnome stone-carvers teamed up to create this subrace of Golmengs. Their interiors are filled with magical magma, which has the purpose of oozing lava to fill the cracks and other breakages in these intimidating, rocky humanoids. The magma is fueled by an elemental fire-ruby shaped as a rigid heart, warming their core. Due to their connection to fire and stone, these Golmengs are often barbarians, fighters, elementalists, and fire-sorcerers.
Gragnef Traits
Ability Score Increase.
Your Strength score increases by 2.
Heart of Magma.
You gain resistance to fire damage.
Rocky Armor.
You gain no benefit from armor, but you do from shields. Your base armor class is equal to 14 + your proficiency bonus
Stone Carver.
You gain proficiency with masons' tools.
Spew Lava.
You may use an action to spew lava from either an injure part of your body or your mouth. One creature within range must make a Dexterity saving throw, the DC being 8 + your proficiency bonus + your Constitution modifier. On a failed save, they take 4d6 fire damage, or half as much on a successful one. This damage increases by 1d6 at levels 5, 9, 13, and 17. Once you use this feature, you may not do so again until you finish a short rest.
Okay, that's the gragnef. I might make another subrace that is made of glass, crystals, and obsidian, but I'm not sure.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms