Hey good to see you back in business. It seems like a good time for me to chip back in.
This is really interesting storyline you’ve worked out with the Yuan-ti. I like it a lot. Couple of things I’d like to clarify/suggest.
Firstly, did they build any Empires post Catastrophe? Based on the way you’ve described the general events, plus, their specific lore it would seem like they had both the opportunity and potential and it fits with their general agenda.
Secondly The purebloods are gone but what happened to the more advanced/powerful yuan-ti forms?
Thirdly, I know the Yuan-ti tends towards the obsessive and neurotic, but wouldn’t even they be a little hesitant about re-releasing their goddess after she devoured most of their population, at least for a generation or two?
Also, I’m not sure if this is a general thing, but I can’t get your ‘race’ link for them to work.
I don’t have much to say on the Tortles. If I think of anything later, though I’ll be sure to post it. I like how you’re linking the various changes of races together though.
Tieflings – are you suggesting the Devil’s blood was bred out of them due to their interactions with celestial beings and the separation from devils? Can’t the blood persist in generations without manifesting? I personally think it would be more interesting if it remained but became even more sparse amongst Tieflings so that the devil-Tieflings had an even tougher time of it. I love role-playing Tieflings for their unfair treatment – I just think it makes for interesting story-building, a race cursed for having done nothing. Plus playing any race where a character breaks from the fold makes things more fun, in my opinion.
I still really love your new Tieflings and their background and changes, I just think you should maintain the devil Tieflings to some extent as well.
Oh I was thinking, when the nature gods and goddesses faced self-destruction, wouldn't they have worried about their realms being without divine protection? Wouldn't it be conceivable that they awakened a large number of plants so the plants could protect nature themselves? I think some kind of Ent-style Fangorn place(s) would be super interesting. Alternatively you could adapt some of the plant creatures like Vegepygmies or Myconids.
Nice! Really love the idea. The Chelmic Golmeng does seem a bit too strong though.
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.
Surge is very powerful. Is there supposed to be a cooldown? Getting another attack and extra ac every other turn seems a bit powerful.
Other questions:
2. Are there any other creatures other then the devils and modrons in the outer planes?
3. Are there any demons left? Or have they been completely eradicated?
4. Sorry this is not as related but, where can I read about lore? There is a lot I don't understand, due to me being quite new to D&D compared to some other people. Is there a good compiled book or a pdf about Toril?
5. Will there be butterscotch pie?
Thank you so much! This world you are creating is amazing and really well built! I love reading these threads. You don't have to answer these if it's too much work.
Nice! Really love the idea. The Chelmic Golmeng does seem a bit too strong though.
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.
Surge is very powerful. Is there supposed to be a cooldown? Getting another attack and extra ac every other turn seems a bit powerful.
Other questions:
2. Are there any other creatures other then the devils and modrons in the outer planes?
3. Are there any demons left? Or have they been completely eradicated?
4. Sorry this is not as related but, where can I read about lore? There is a lot I don't understand, due to me being quite new to D&D compared to some other people. Is there a good compiled book or a pdf about Toril?
5. Will there be butterscotch pie?
Thank you so much! This world you are creating is amazing and really well built! I love reading these threads. You don't have to answer these if it's too much work.
Ah, sorry! I guess I forgot to specify that Surge is once a short rest. I had that written down, but it appears that I forgot to type that up. I'll fix that. That way it is more balanced.
2. Yes, there are. There are the Slaad, Githyanki, Githzerai, Astral Dreadnaughts, Red Dragons (but some other dragons as well), Yugoloths and some other fiends. That's mostly it, though.
3. They were nearly completely eradicated. All of them in the Outer Planes are extinct, but there may be a few left in the Inner Planes (very, very few, though. Maybe some in the Elemental Chaos).
4. There are multiple books throughout previous editions on the lore of toril, but most of the information about the Forgotten Realms that I use are from here.
5. ?
Thanks for asking! It's no problem at all. If you have any more questions, I'd be happy to answer. Have a good day!
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Firstly, did they build any Empires post Catastrophe? Based on the way you’ve described the general events, plus, their specific lore it would seem like they had both the opportunity and potential and it fits with their general agenda.
Yes, they did. They created an empire in most of the southern part of Chult. I'll write more about that later.
Secondly The purebloods are gone but what happened to the more advanced/powerful yuan-ti forms?
I'll write more about them later. I'm currently trying to finish all of the races, and then I'll write more about almost all of the monsters (the ones that would have changes, that is).
Thirdly, I know the Yuan-ti tends towards the obsessive and neurotic, but wouldn’t even they be a little hesitant about re-releasing their goddess after she devoured most of their population, at least for a generation or two?
No, they would not have, IMO. They knew what would happen when they opened the gateway, and their failure to bring about the end of the world actually made them even more determined to bring her back.
Also, I’m not sure if this is a general thing, but I can’t get your ‘race’ link for them to work.
I don’t have much to say on the Tortles. If I think of anything later, though I’ll be sure to post it. I like how you’re linking the various changes of races together though.
I've been trying to see how the races would change with respects to the other races and creatures with this project. Thanks!
Tieflings – are you suggesting the Devil’s blood was bred out of them due to their interactions with celestial beings and the separation from devils? Can’t the blood persist in generations without manifesting? I personally think it would be more interesting if it remained but became even more sparse amongst Tieflings so that the devil-Tieflings had an even tougher time of it. I love role-playing Tieflings for their unfair treatment – I just think it makes for interesting story-building, a race cursed for having done nothing. Plus playing any race where a character breaks from the fold makes things more fun, in my opinion.
I still really love your new Tieflings and their background and changes, I just think you should maintain the devil Tieflings to some extent as well.
It wasn't really bred out of them, but they are no longer fiendish. It was more "replaced" with their coatl heritage. They still appear mostly the same, with some changes that I've noted in previous posts, but their fiendish heritage was changed into being a celestial heritage. I don't think I'll keep devil-tieflings in this world, but with some fiends surviving in the Inner Planes, I could do something similar to them.
Oh I was thinking, when the nature gods and goddesses faced self-destruction, wouldn't they have worried about their realms being without divine protection? Wouldn't it be conceivable that they awakened a large number of plants so the plants could protect nature themselves? I think some kind of Ent-style Fangorn place(s) would be super interesting. Alternatively you could adapt some of the plant creatures like Vegepygmies or Myconids.
I have been thinking about adding a plant race, kind of like a medium treant or wood woad or something like that, but I will have to think it over before making any definitive statements. I think the majority of nature deities used their energy to protect the world, instead of individual forests or something like that, but I will have to think over what they could have done.
I'll get to the changes for the Vegepygmies and Myconids when I start writing up the changes for the more minor monsters. Myconids are in the Feydark, and Vegepygmies are most likely going to be in Spelljammer.
Thanks for the questions and thoughts!
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As a Felshen, your race was crafted from lab-grown, alchemically-customized, living flesh. The flesh was a mix of a multitude of races, from humans, elves, gnomes, dwarves, magen, and many other races. This flesh was melded together and animated by fleshmancers, magen-creators, and imbued with sentience from their artificially-grown, quasi-magical brains. This race originated as constructs, and type of Golmeng, very similar to Flesh Golems, but are now a fully reproducing, completely independent, magical and psionic people, no scattered across all of the lands of Tor-eal.
They originated on Lantanea, like the other Golmeng subraces, but as they were capable of typical reproduction, they spread across the world. Felshen are highly intelligent, highly adaptable, and a vibrant people with a unique culture. Psionics was rediscovered by the Felshen among the surface humanoids of Tor-eal, as the Duregair dwell in the Underdark, Githxei, Gem Dragons, and Illithids mostly left to wildspace, and psychic mysticism was abandoned with the change in the Weave of Magic. In the cities of the Felshen, all who discover the powers of psionics from any benevolent race and species are welcome, as the Felshen accept any who pracice the Shei (Mind). Their society revolves and evolves around the Shei, which is their spiritual and philosophical lifestyle, whose practitioners seek out knowledge, admire creativity, and venerate all forms of intelligence, social, intellectual, emotional, and all others.
Though they were crafted from living flesh that was stitched together and animated with elemental spirits, the Felshen have evolved. Their changes were physical, cultural, and mental adaptations, which happened over the course of the last 570 years. Their skin no longer bears the scars of the stitched flesh, they are no longer colored as they were when first created, most often being magenta, turquoise, aqua, or paper-white, but can also be cyan, cream-orange, obsidian-black, and lemon-yellow. They have developed telepathic and other psionic abilities, as well as psionic devices and magic items. The Felshen have also developed their own language, called Felsheen, which allows them to communicate their telepathic thoughts through speech with those who don't have telepathy.
The Felshen are a peaceful, proselytizing, and mentally innovative race. They know that intelligence can be created and spread, as they were born solely from the experiments and testing's of artificers and other mages. They want to spread psionics and intelligence across the world, to cause all good psionic creatures to thrive. Thus, their settlements often attract flumphs, gem dragons, and occasional gnome ceremorphs. Their merging with psionic intelligence allows them to create mental libraries and databases in their largest settlements using large psionic crystalline pillars called Sheitharlin (Mindhouse beacons).
They've also created Psiphoel (Psi-Crystal Poles Chains), which can extend the range of the telepathy of creatures with the help of the Ihnzule (psi-crystals). They have also invented many other innovations, like Psiets, which are bonded animal companions, similar to psionic familiars. They also made Sheidarr, which are dream-hubs that telepathic creatures can venture into as they sleep, which the majority of their larger settlements have.
Your felshen character has the following racial traits.
Ability Score Increase.
Your Intelligence score increases by 2, and any other ability score of your choice increases by 1.
Age.
Felshen reach maturity at 20 years of age, and can live to up to 150 years.
Alignment.
Felshen are typically neutral good, but may be any alignment.
Size.
Your size is Medium. Felshen are the same height and weight as humans.
Speed.
Your base walking speed is 30 feet.
Psychic Discipline.
You have resistance to psychic damage, and have advantage on saving throws against being charmed or frightened.
Telepathic.
You have telepathy out to a range of 10 feet times your proficiency bonus.
Psychic.
You can cast the [Tooltip Not Found] cantrip. At 3rd level, you may cast the unseen servant once using this feature, regaining the ability to do so when you finish a long rest. At level 5, you gain the agility to cast levitate once with this feature, regaining the ability to do so when you finish a long rest. Intelligence is your spellcasting ability modifier for these spells.
Additionally, the following spells are added to your spell lists if you have the Spellcasting or Pact Magic feature.
So here are my thoughts on the other subraces and the felshen
Immurt: Sounds good. Unfortunate for the druids, yet it sounds pretty good!
Gragnef: So a stronger single target breath weapon? I have a small suggestion, "The magma is fueled by an elemental fire-ruby shaped as a rigid heart, warming their core." What if the heart is highly valuable and sought after and the Gragnef is or were hunted for they're valuable hearts?
Felshen: Another tooltip not found cantrip. Otherwise it sounds really good.
Glass and crystal Golmeng: That would be really cool.
Obsidian Golmeng: I feel like that could be a type of Gragnef. Either just a different gragnef, or if you use my hunted Gragnef suggestion what if the Obsidian Golmeng are just Gragnef with their hearts extracted? So now that they're hearts have been extracted the magma cools down and becomes obsidian.
You don't have to use any of my ideas, they are just suggestions. The golmeng and felshen sound great! Will there be any Felshen subraces?
Yes, it is unfortunate for druids, but fits the theme.
I could do something like that. Maybe such rubies are fairly rare, so in order to make a new Gragnef, they need the heart of another to create them? Sounds cool.
Sorry, that cantrip is Mind Splinter (UA).
I might make the Glass/Crystal Golmeng sometime soon. I just need to figure out what exactly they do.
Obsidian is a type of stone, but it is also a type of glass. In D&D lore, it is also considered a type of gem, as the Obsidian Dragons are a type of Gem dragon. A gragnef without their heart dies, so that wouldn't really work.
Thanks for the suggetions, though! There will not be any Felshen subraces.
I am currently in the process of creating a few more races, and then I will be completely done with the races. The next race are the Ceremorphs, which are illithids who have fled from Wildspace to Tor-eal and chosen to find a new life on that world.
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Nice! Really love the idea. The Chelmic Golmeng does seem a bit too strong though.
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.
Surge is very powerful. Is there supposed to be a cooldown? Getting another attack and extra ac every other turn seems a bit powerful.
Other questions:
2. Are there any other creatures other then the devils and modrons in the outer planes?
3. Are there any demons left? Or have they been completely eradicated?
4. Sorry this is not as related but, where can I read about lore? There is a lot I don't understand, due to me being quite new to D&D compared to some other people. Is there a good compiled book or a pdf about Toril?
5. Will there be butterscotch pie?
Thank you so much! This world you are creating is amazing and really well built! I love reading these threads. You don't have to answer these if it's too much work.
Change of plans, I'm now going to list the planetouched supernatural feats of Tor-eal, which can fairly easily be transferred to any other world. Here we go:
Planetouched Supernatural Gifts In Tor-eal, after the Outer Planes were severed from the Inner Planes, the planes that remained a part of the connected cosmology gained more influence and affect over the Material Plane. This caused the births of more Genasi and more Planetouched to come into existence. These individuals are tied to specific planes, and count as supernatural gifts. Any race can become planetouched by any plane, typically by traveling into the deepest parts of another plane, and can be strengthened through other powers and magic. These are the following planes and supernatural gifts attached to them:
Hollow One for the Shadowfell
Shining One for the Feywild
Scorched One for the Elemental Plane of Fire
Drowned One for the Elemental Plane of Water
Light One for the Elemental Plane of Air
Rocky One for the Elemental Plane of Earth
Shattered One for the Elemental Chaos
Phantasmal One for the Ethereal Plane
Warped One for the Far Realm
Only rarely is one planetouched, and even more rare are the few cases where one was planetouched by two or more planes. Those touched by the planes that give them more pleasing physical ones, or don't change their physical traits in a negative way, are called Planeblessed, while those touched by more outwardly harmful planes are considered Planescarred. Those touched by multiple planes are called Planewrought. An individual that is planetouched by all 4 of the main elemental planes gains the Shattered One Supernatural Gift, but it can also be gained by those not touched by all 4 planes.
The DM chooses when a Supernatural Gift is awarded, but typically one is chosen by the player at level 1. Others are typically awarded by the DM when the story would warrant it. These supernatural gifts are additions to those in Mythic Odysseys of Theros, only some of which are available in Tor-eal. The following Supernatural Gifts are considered Planetouched Supernatural Gifts:
Shining One As a Shining One, your soul is filled with the bright, bursting emotional energy of the Feywild. Becoming a Shining One is a Planetouched Supernatural Gift that bestows upon you the following traits: Longlived. It takes you 10 years to physically age one year. Fey Appearance. You retain your creature type, yet you register as fey to spells and other effects that detect the presence of the fey creature type. Bursting Energy. A creature that reduces you to 0 hit points takes radiant damage equal to your proficiency bonus. Radiant Step. As an action, you can teleport up to 30 feet to an unoccupied space you can see, and each creature within 5 feet of your destination or origin (your choice) takes radiant damage equal to your level. Once you use this feature, you can't do so again until you take a long rest.
Scorched One As a Scorched One, your body and mind are both burned by the deadly flames of Elemental Fire. Becoming a Scorched One burns your body and gives you a Planetouched Supernatural Gift that gives the following: Ageless. You don't age, and effects that would cause you to age don't work on you. Flaming Nature. You retain your creature type, yet you register as elemental to spells and other effects that detect the presence of the elemental creature type. Burning Life. When you regain hit points, a creature of your choice within 5 feet takes fire damage equal to your level. If no creatures are within 5 feet of you, an object of your choice takes this damage. Flaming Fury. As an action, your flaming nature spontaneously ignites everything around you. Each flammable object that is neither being worn nor carried, as well as each creature within 10 feet of you bursts into flames. At the start of each turn of the ignited creature, they take fire damage equal to your proficiency bonus until the fire goes out. The fire can be put out by the object or creature being submerged in water, or if they or a creature within 5 feet uses an action to make a Dexterity check, DC 10 + half your total level. On a success, the fire is put out and they stop burning. An object takes this fire damage at the end of initiative count 0.
Drowned One As a Drowned One, you have ventured, or otherwise been touched by the deepest, wettest parts of the Elemental Plane of Water and become transformed by it. Becoming a Drowned One is a Planetouched Supernatural Gift that bestows the following traits: Ageless. You don't age and effects that would cause you to age don't work on you. Watery Form. You retain your creature type, yet you register as elemental to spells and other effects that detect the presence of the elemental creature type. Aqueous. You can breath in all liquids, and gain a swimming speed equal to 30 feet. If you already have a swimming speed, it increases by 30 feet. Wave. As an action, you can cause a wave of water to pour out of any orifices of your body of your choice. Each creature in a 30 foot cone in a direction of your choosing must succeed on a Dexterity saving throw, taking bludgeoning damage equal to your level on a fail and is pushed 10 feet away in a line, or half as much damage on a success and it isn't moved. The DC for the saving throw is 10 + half your total level.
Light One As a Light One, you have formed a bond, voluntary or not, with the Elemental Plane of Air. You may have inhaled magical air from that plane, or fallen for days through the airy void. Becoming a Light One is a Planetouched Supernatural Gift that bestows the following traits: Ageless. You don't age and effects that would cause you to age don't work on you. Airy Presence. You retain your creature type, yet you register as elemental to spells and other effects that detect the presence of elemental creature type. Light Body. You weigh half as much as before, and when you fall you descend 60 feet a round and don't take fall damage. Burst of Wind. As an action, a creature of your choice within 60 feet of you takes bludgeoning damage equal to your proficiency bonus. They also fall prone and are moved in any direction of your choice 10 feet. Once you use this feature, you cannot do so again until you take a long rest.
Rocky One As a Rocky One, you have in some way been close to the stony energies of the Elemental Plane of Earth and been changed by it. Your skin may become the color of a type of stone and may become rougher and harder. Becoming a Rocky One is a Planetouched Supernatural Gift that bestows the following traits: Ageless. You don't age and effects that would cause you to age don't work on you. Stony Body. You retain your creature type, yet you register as elemental to spells and other effects that detect the presence of the elemental creature type. Sturdy Form. You gain advantage on ability checks and saving throws against being knocked prone or otherwise moved involuntarily. Earthen Shield. As an action, rocky material forms around your skin to protect you, granting you temporary hit points equal to your level that last until you take a long rest. Once you use this feature, you can't again until you take a long rest.
Shattered One As a Shattered One, you have been torn apart by the maddening collisions of the Elemental Chaos. Elemental energy leaks from your body and can change the environment around you, and you may be more impulsive and erratic. Becoming a Shattered One is a Planetouched Supernatural Gift that bestows the following upon you: Ageless. You don't age, and effects that would cause you to age don't work on you. Elemental Soul. You retain your creature type, yet you register as elemental to spells and other effects that detect the presence of the elemental creature type. Chaotic. You have advantage on saving throws against being charmed. Unleash the Elements. As an action, each creature within 30 feet of you takes damage equal to your level. You choose the damage for each individual from the following list: acid, cold, fire, lightning, or thunder damage.
Phantasmal One As a Phantasmal One, you have been ravaged by Ethereal Cyclones or another ephemeral hazard of the Ethereal Plane, disconnecting you from physical matter. Becoming an Ethereal One is a Planetouched Supernatural Gift that bestows the following: Ageless. You don't age and effects that would cause you to age don't work on you. Spectral Spirit. You retain your creature type, yet you register as undead to spells and other effects that detect the presence of the undead creature type. Weightless. You are light enough that traps dependent on gravity pulling on your body have no effect on you, and your jump distance is multiplied by three while you are not encumbered. Gravity still pulls on you, and you still take fall damage. Incorporeal. As an action, you can become incorporeal. You may fly in any direction 30 feet and move through objects and creatures freely. If you end your turn in an object or creature, you take 1d10 force damage and are shunted to the nearest unoccupied space. This effect ends at the end of your turn. Once you use this feature, you can't do so again until you take a long rest.
Warped One As a Warped One, the Far Realm has tormented you mentally and physically. This warping has changed your appearance to become more aberrant, and broken your mind. Becoming a Warped One is a Planetouched Supernatural Gift that bestows the following traits: Maddened. You have one indefinite madness (roll to determine it). Aberrant Scarring. You retain your creature type, yet you register as aberration to spells and other effects that detect the aberration creature type. Horrific Mind. You have advantage on saving throws against being frightened. Aura of Insanity. As an action, no creature within 10 feet of you can have advantage on any attack roll, ability check, or saving throw until the end of their next turn. Once you use this feature, you can't do so again until you take a long rest.
Okay, those are the current Planetouched Supernatural Gifts. I may add more for the combined elemental planes, but this is it for now. Any thoughts?
If you're ageless and cannot age, does that mean you're stuck at the age you became planetouched? If you were a baby when you got these traits, do you just stay a baby forever?
What happened to Ao, the overgod of the Forgotten Realms, essentially more powerful than anything else?
Did Ao die as well? I don't even know if that's possible.
Ao is also heavily implied to have a connection to the DM,
Ao is still there, but no one has heard of him for over 1000 years. Basically, he just let what happened happen, apparently, or steered this to happen.
He's not dead, just sitting back watching the action. It isn't really possible for him to die.
He is connected to the DM.
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If you're ageless and cannot age, does that mean you're stuck at the age you became planetouched? If you were a baby when you got these traits, do you just stay a baby forever?
Yes, you are stuck at the same age as when you became planetouched. Yes, you would be stuck as a baby, but clearly adventuring parties can't have that.
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Why would paladins be boring in this world? I've already stated how some paladins exist in this world. For example, the Oath of the Arcane Paladin (my homebrew) is relatively common among the island of Lantanea, and extremely common in the Yikkan Goblinoid society. The Oath of Souls (my homebrew) are fairly common as followers of the Raven Queen, mostly in the Shadowfell that make sure spirits pass on to the afterlife.
Paladins and Clerics don't need to worship or serve a deity in any D&D world, especially in worlds with less/no deities (Eberron, Dark Sun, Ravnica, Tor-eal). A paladin character would be just as fun in this world as any other D&D world, IMO.
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Hey good to see you back in business. It seems like a good time for me to chip back in.
This is really interesting storyline you’ve worked out with the Yuan-ti. I like it a lot. Couple of things I’d like to clarify/suggest.
Firstly, did they build any Empires post Catastrophe? Based on the way you’ve described the general events, plus, their specific lore it would seem like they had both the opportunity and potential and it fits with their general agenda.
Secondly The purebloods are gone but what happened to the more advanced/powerful yuan-ti forms?
Thirdly, I know the Yuan-ti tends towards the obsessive and neurotic, but wouldn’t even they be a little hesitant about re-releasing their goddess after she devoured most of their population, at least for a generation or two?
Also, I’m not sure if this is a general thing, but I can’t get your ‘race’ link for them to work.
I don’t have much to say on the Tortles. If I think of anything later, though I’ll be sure to post it. I like how you’re linking the various changes of races together though.
Tieflings – are you suggesting the Devil’s blood was bred out of them due to their interactions with celestial beings and the separation from devils? Can’t the blood persist in generations without manifesting? I personally think it would be more interesting if it remained but became even more sparse amongst Tieflings so that the devil-Tieflings had an even tougher time of it. I love role-playing Tieflings for their unfair treatment – I just think it makes for interesting story-building, a race cursed for having done nothing. Plus playing any race where a character breaks from the fold makes things more fun, in my opinion.
I still really love your new Tieflings and their background and changes, I just think you should maintain the devil Tieflings to some extent as well.
Oh I was thinking, when the nature gods and goddesses faced self-destruction, wouldn't they have worried about their realms being without divine protection? Wouldn't it be conceivable that they awakened a large number of plants so the plants could protect nature themselves? I think some kind of Ent-style Fangorn place(s) would be super interesting. Alternatively you could adapt some of the plant creatures like Vegepygmies or Myconids.
Nice! Really love the idea. The Chelmic Golmeng does seem a bit too strong though.
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.
Surge is very powerful. Is there supposed to be a cooldown? Getting another attack and extra ac every other turn seems a bit powerful.
Other questions:
2. Are there any other creatures other then the devils and modrons in the outer planes?
3. Are there any demons left? Or have they been completely eradicated?
4. Sorry this is not as related but, where can I read about lore? There is a lot I don't understand, due to me being quite new to D&D compared to some other people. Is there a good compiled book or a pdf about Toril?
5. Will there be butterscotch pie?
Thank you so much! This world you are creating is amazing and really well built! I love reading these threads. You don't have to answer these if it's too much work.
When players get creative.
Ah, sorry! I guess I forgot to specify that Surge is once a short rest. I had that written down, but it appears that I forgot to type that up. I'll fix that. That way it is more balanced.
2. Yes, there are. There are the Slaad, Githyanki, Githzerai, Astral Dreadnaughts, Red Dragons (but some other dragons as well), Yugoloths and some other fiends. That's mostly it, though.
3. They were nearly completely eradicated. All of them in the Outer Planes are extinct, but there may be a few left in the Inner Planes (very, very few, though. Maybe some in the Elemental Chaos).
4. There are multiple books throughout previous editions on the lore of toril, but most of the information about the Forgotten Realms that I use are from here.
5. ?
Thanks for asking! It's no problem at all. If you have any more questions, I'd be happy to answer. 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
Yes, they did. They created an empire in most of the southern part of Chult. I'll write more about that later.
I'll write more about them later. I'm currently trying to finish all of the races, and then I'll write more about almost all of the monsters (the ones that would have changes, that is).
No, they would not have, IMO. They knew what would happen when they opened the gateway, and their failure to bring about the end of the world actually made them even more determined to bring her back.
Does this not work?
I've been trying to see how the races would change with respects to the other races and creatures with this project. Thanks!
It wasn't really bred out of them, but they are no longer fiendish. It was more "replaced" with their coatl heritage. They still appear mostly the same, with some changes that I've noted in previous posts, but their fiendish heritage was changed into being a celestial heritage. I don't think I'll keep devil-tieflings in this world, but with some fiends surviving in the Inner Planes, I could do something similar to them.
I have been thinking about adding a plant race, kind of like a medium treant or wood woad or something like that, but I will have to think it over before making any definitive statements. I think the majority of nature deities used their energy to protect the world, instead of individual forests or something like that, but I will have to think over what they could have done.
I'll get to the changes for the Vegepygmies and Myconids when I start writing up the changes for the more minor monsters. Myconids are in the Feydark, and Vegepygmies are most likely going to be in Spelljammer.
Thanks for the questions and thoughts!
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Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Okay, I finished the Golmeng above. I'll add the Felshen later. I'd appreciate feedback. Thanks!
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Here are the Felshen:
As a Felshen, your race was crafted from lab-grown, alchemically-customized, living flesh. The flesh was a mix of a multitude of races, from humans, elves, gnomes, dwarves, magen, and many other races. This flesh was melded together and animated by fleshmancers, magen-creators, and imbued with sentience from their artificially-grown, quasi-magical brains. This race originated as constructs, and type of Golmeng, very similar to Flesh Golems, but are now a fully reproducing, completely independent, magical and psionic people, no scattered across all of the lands of Tor-eal.
They originated on Lantanea, like the other Golmeng subraces, but as they were capable of typical reproduction, they spread across the world. Felshen are highly intelligent, highly adaptable, and a vibrant people with a unique culture. Psionics was rediscovered by the Felshen among the surface humanoids of Tor-eal, as the Duregair dwell in the Underdark, Githxei, Gem Dragons, and Illithids mostly left to wildspace, and psychic mysticism was abandoned with the change in the Weave of Magic. In the cities of the Felshen, all who discover the powers of psionics from any benevolent race and species are welcome, as the Felshen accept any who pracice the Shei (Mind). Their society revolves and evolves around the Shei, which is their spiritual and philosophical lifestyle, whose practitioners seek out knowledge, admire creativity, and venerate all forms of intelligence, social, intellectual, emotional, and all others.
Though they were crafted from living flesh that was stitched together and animated with elemental spirits, the Felshen have evolved. Their changes were physical, cultural, and mental adaptations, which happened over the course of the last 570 years. Their skin no longer bears the scars of the stitched flesh, they are no longer colored as they were when first created, most often being magenta, turquoise, aqua, or paper-white, but can also be cyan, cream-orange, obsidian-black, and lemon-yellow. They have developed telepathic and other psionic abilities, as well as psionic devices and magic items. The Felshen have also developed their own language, called Felsheen, which allows them to communicate their telepathic thoughts through speech with those who don't have telepathy.
The Felshen are a peaceful, proselytizing, and mentally innovative race. They know that intelligence can be created and spread, as they were born solely from the experiments and testing's of artificers and other mages. They want to spread psionics and intelligence across the world, to cause all good psionic creatures to thrive. Thus, their settlements often attract flumphs, gem dragons, and occasional gnome ceremorphs. Their merging with psionic intelligence allows them to create mental libraries and databases in their largest settlements using large psionic crystalline pillars called Sheitharlin (Mindhouse beacons).
They've also created Psiphoel (Psi-Crystal Poles Chains), which can extend the range of the telepathy of creatures with the help of the Ihnzule (psi-crystals). They have also invented many other innovations, like Psiets, which are bonded animal companions, similar to psionic familiars. They also made Sheidarr, which are dream-hubs that telepathic creatures can venture into as they sleep, which the majority of their larger settlements have.
Felshen Names
Female Names: Azia, Arshieli, Bevisorae, Cedella, Dya, Eilora, Hevara, Ithari, Jyla, Kelo, Lliza, Maelarie, Neri, Opal, Psia, Qyava, Rillya, Suulaia, Twia, Veeri, Xylilah, Ythi, Zphorallya, Zya
Male Names: Ailar, Alvri, Delinth, Egfrith, Fulrin, Galrist, Hyspothor, Innuth, Javlith, Krevyx, Lathort, Naokljt, Psihvlar, Pyth, Qexrath, Rilvath, Syivar, Tisbloer, Ves, Wyx, Yphlin, Zyaer
Ego Names: Ahkish, Belvohrt, Cerlees, Duenfar, Elshone, Figmont, Gallow, Highrote, Illmund, Jakehan, Keeldower, Lifmenth, Nospilt, Oghest, Piltuk, Qwaylehr, Rowspuck, Silvar, Telemoeth, Zykis
Felshen Traits
Your felshen character has the following racial traits.
Ability Score Increase.
Your Intelligence score increases by 2, and any other ability score of your choice increases by 1.
Age.
Felshen reach maturity at 20 years of age, and can live to up to 150 years.
Alignment.
Felshen are typically neutral good, but may be any alignment.
Size.
Your size is Medium. Felshen are the same height and weight as humans.
Speed.
Your base walking speed is 30 feet.
Psychic Discipline.
You have resistance to psychic damage, and have advantage on saving throws against being charmed or frightened.
Telepathic.
You have telepathy out to a range of 10 feet times your proficiency bonus.
Psychic.
You can cast the [Tooltip Not Found] cantrip. At 3rd level, you may cast the unseen servant once using this feature, regaining the ability to do so when you finish a long rest. At level 5, you gain the agility to cast levitate once with this feature, regaining the ability to do so when you finish a long rest. Intelligence is your spellcasting ability modifier for these spells.
Additionally, the following spells are added to your spell lists if you have the Spellcasting or Pact Magic feature.
Learned.
You gain proficiency with the Intelligence skill.
Languages.
You can speak, read, write, and understand Common, Felsheen, and one other language of your choice.
Okay, that's both of the races finished! Please give thoughts if you have any!
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
So here are my thoughts on the other subraces and the felshen
Immurt: Sounds good. Unfortunate for the druids, yet it sounds pretty good!
Gragnef: So a stronger single target breath weapon? I have a small suggestion, "The magma is fueled by an elemental fire-ruby shaped as a rigid heart, warming their core." What if the heart is highly valuable and sought after and the Gragnef is or were hunted for they're valuable hearts?
Felshen: Another tooltip not found cantrip. Otherwise it sounds really good.
Glass and crystal Golmeng: That would be really cool.
Obsidian Golmeng: I feel like that could be a type of Gragnef. Either just a different gragnef, or if you use my hunted Gragnef suggestion what if the Obsidian Golmeng are just Gragnef with their hearts extracted? So now that they're hearts have been extracted the magma cools down and becomes obsidian.
You don't have to use any of my ideas, they are just suggestions. The golmeng and felshen sound great! Will there be any Felshen subraces?
When players get creative.
Yes, it is unfortunate for druids, but fits the theme.
I could do something like that. Maybe such rubies are fairly rare, so in order to make a new Gragnef, they need the heart of another to create them? Sounds cool.
Sorry, that cantrip is Mind Splinter (UA).
I might make the Glass/Crystal Golmeng sometime soon. I just need to figure out what exactly they do.
Obsidian is a type of stone, but it is also a type of glass. In D&D lore, it is also considered a type of gem, as the Obsidian Dragons are a type of Gem dragon. A gragnef without their heart dies, so that wouldn't really work.
Thanks for the suggetions, though! There will not be any Felshen subraces.
Please check out my homebrew, I would appreciate feedback:
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I am currently in the process of creating a few more races, and then I will be completely done with the races. The next race are the Ceremorphs, which are illithids who have fled from Wildspace to Tor-eal and chosen to find a new life on that world.
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This is really good!
I can see you put a lot of time into it.
The fire giants made a gundam wheeeeee
Quick question:
What happened to Ao, the overgod of the Forgotten Realms, essentially more powerful than anything else?
Did Ao die as well? I don't even know if that's possible.
Ao is also heavily implied to have a connection to the DM,
The fire giants made a gundam wheeeeee
Is #5 just undertale?
The fire giants made a gundam wheeeeee
If you're ageless and cannot age, does that mean you're stuck at the age you became planetouched? If you were a baby when you got these traits, do you just stay a baby forever?
The fire giants made a gundam wheeeeee
Ao is still there, but no one has heard of him for over 1000 years. Basically, he just let what happened happen, apparently, or steered this to happen.
He's not dead, just sitting back watching the action. It isn't really possible for him to die.
He is connected to the DM.
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Yes, you are stuck at the same age as when you became planetouched. Yes, you would be stuck as a baby, but clearly adventuring parties can't have that.
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so there's just a bunch of planetouched eternal babies out there
ni! (that's a link, click it).
I like spell points.
Please ignore my old homebrew, and for the love of every god out there don't use it.
I (used to, it's kinda dead now) participate in the Level 20 Gladiator Arena with a nameless hero (actually I think I deleted him, whoops).
I have. Its been taking awhile.
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Probably not a ton of them, but there certainly are some. A DM could have one appear in the campaign.
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I'm thinking that a paladin would either be really boring or have a really interesting campaign in this version of the world.
The fire giants made a gundam wheeeeee
Why would paladins be boring in this world? I've already stated how some paladins exist in this world. For example, the Oath of the Arcane Paladin (my homebrew) is relatively common among the island of Lantanea, and extremely common in the Yikkan Goblinoid society. The Oath of Souls (my homebrew) are fairly common as followers of the Raven Queen, mostly in the Shadowfell that make sure spirits pass on to the afterlife.
Paladins and Clerics don't need to worship or serve a deity in any D&D world, especially in worlds with less/no deities (Eberron, Dark Sun, Ravnica, Tor-eal). A paladin character would be just as fun in this world as any other D&D world, IMO.
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