Good day, I am working on a few homebrew races I was wondering if someone wants to help me with these projects? This is just for the funs and giggles. My time zone is GMT+2 if you are interested just PM or start a chat with me :) Atm I am working on a slime race :)
Its quite well thought-out and has a bunch of stuff to make races that are of the same or similar power level to the official races in the Player's Handbook.
For example, using the 8 point balance of a Dwarf without subraces, you can make things like the following:
Orcs:
2 Points: 2 Strength
1 Point: 1 Constitution
0 Point: Medium: You are Medium sized.
0 Point: Orcs have a movement speed of 30 feet.
0.5 Point: Damage Resistance (Bludgeoning).
0.5 Point: Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
0.5 Point: You have Proficiency in Intimidate.
0.5 Point: Dark Vision: 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.
0.5 Relentless Endurance: When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
0.5 Point: Scent: You have Advantage on Survival (Wisdom) checks to track targets or identify tracks and spoor by scent.
Long feared and derided by the other races for their porcine aspects and their brutal strength, the Orcs found themselves often marginalized and frequently enslaved by the more advanced races until the God-Fall Wars saw those once-mighty Empires and Kingdoms razed to the ground, and those formerly haughty races now brought down to the Orcs’ level. Nowadays, Orcs are a common sight in most civilised places and span the majority of Sanctuary’s cities and nations, but the Orcs have never quite forgotten, even if they have forgiven, that once so many of the world’s peoples considered them brutes and monsters.
Of all the races on Sanctuary, Orcs are amongst those rare few who can claim an ancient ancestry that has survived relatively unchanged to the present day. Representing the raw vitality and power that has enabled their species to survive to the present day despite hardship and oppression by the other races, Orcs are fortified by tight-knit Clans of their kind, multiple families and individuals bound together by blood and oaths. Lowland Orc Clans tend to be larger and more focused on trade and mercantile efforts, while Highland Orc Clans tend to focus more on survival and the glory of the individual members.
Subraces:
Highland Orcs:
0.5 Point: You have Proficiency in Survival.
0.5 Point: You have Proficiency in Handle Animal.
0.5 Point: Brave: You have Advantage on saving throws against being Frightened.
0.5 Point: You have Environmental Adaptation: Extreme Cold.
Roaming the untamed wild-lands of the Highlands in semi-nomadic bands, the Orc Clans of this region take great pride in being hardened survivors and clinging to the proud warrior heritage of their distant ancestors, Shamans pass down the secrets of bending the wild beasts of their inhospitable homeland to aspiring acolytes and every Highland Orc knows how to thrive in regions few other races would be willing to settle in, let alone pass through.
Those Highland Orcs who leave their homeland tend to be in search of something, either a greater challenge than even their formidable homeland can offer, training beyond what their Clan can offer or because they have been exiled for some reason. While Highland Orcs can struggle with the social ‘niceties’ of polite society, once one has earned their trust a Highland Orc’s friendship is an unshakeable bond.
Lowland Orcs:
0.5 Point: You have Proficiency in Persuasion.
0.5 Point: Poison Resistance: You have Advantage on saving throws against Poisoned/Poison, and you have resistance against poison damage.
0.5 Point: Tool Kit Proficiency: Even Lowland Orc Clans that are heavily integrated into a community tend towards self-sufficiency, and most Lowland Orcs adopt a trade or profession to support their Clan in some form or fashion. Consult the ‘Guild Business’ Table under the Guild Artisan Background and either roll for the Tool Kit your character is proficient with, or choose one with the permission of your GM.
Generations of living amongst and trading with the other races on behalf of their Highland kin has mellowed the Lowland Orcs considerably compared to their ancestors. While still as boisterous and physically powerful as their kin, the Lowland Orcs tend to moderate their more violent impulses to ‘fit in’ with the smaller races, but almost every Clan of Lowland Orcs boasts the ability to support itself with trade and mercantile skills, often with larger and more astute Clans sometimes having family members in multiple Guilds to further their ambitions and reach. Earning the trust and respect of a Lowland Orc Clan can have far reaching benefits, since many Clans are spread out across multiple cities, and most such Clans will always offer room and board to a friend of the Clan, if one can survive eating Orc-sized meals thrice a day to avoid offending their hosts.
Unlike Highland Orcs, who tend to boast furious vitality, Lowland Orcs can often be said to be ‘too fat to fail’. Girth is considered a sign of status amongst their people, since it takes a lot of food to fuel an Orc’s body and to be able to afford to eat enough to remain fat is a sign of enduring wealth and prowess. As an unusual side-effect of this cultural habit of eating whatever cuisine they come across, Lowland Orcs are also rather resistant to toxic or poisonous substances, although the chances of one of them eating such fare are rather low, with their heightened sense of smell enabling them to detect such things in their meals rather easily.
The guide makes it quite easy and fun to knock out a race or two without going above the intended power-threshold or gimping the race entirely.
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Good day, I am working on a few homebrew races I was wondering if someone wants to help me with these projects? This is just for the funs and giggles. My time zone is GMT+2 if you are interested just PM or start a chat with me :) Atm I am working on a slime race :)
Stuck doing shift-work down in Australia, but this guide might be of some use?
https://www.dandwiki.com/wiki/Musicus_Meter_(5e_Guideline)
Its quite well thought-out and has a bunch of stuff to make races that are of the same or similar power level to the official races in the Player's Handbook.
For example, using the 8 point balance of a Dwarf without subraces, you can make things like the following:
Orcs:
2 Points: 2 Strength
1 Point: 1 Constitution
0 Point: Medium: You are Medium sized.
0 Point: Orcs have a movement speed of 30 feet.
0.5 Point: Damage Resistance (Bludgeoning).
0.5 Point: Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
0.5 Point: You have Proficiency in Intimidate.
0.5 Point: Dark Vision: 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.
0.5 Relentless Endurance: When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
0.5 Point: Scent: You have Advantage on Survival (Wisdom) checks to track targets or identify tracks and spoor by scent.
Long feared and derided by the other races for their porcine aspects and their brutal strength, the Orcs found themselves often marginalized and frequently enslaved by the more advanced races until the God-Fall Wars saw those once-mighty Empires and Kingdoms razed to the ground, and those formerly haughty races now brought down to the Orcs’ level. Nowadays, Orcs are a common sight in most civilised places and span the majority of Sanctuary’s cities and nations, but the Orcs have never quite forgotten, even if they have forgiven, that once so many of the world’s peoples considered them brutes and monsters.
Of all the races on Sanctuary, Orcs are amongst those rare few who can claim an ancient ancestry that has survived relatively unchanged to the present day. Representing the raw vitality and power that has enabled their species to survive to the present day despite hardship and oppression by the other races, Orcs are fortified by tight-knit Clans of their kind, multiple families and individuals bound together by blood and oaths. Lowland Orc Clans tend to be larger and more focused on trade and mercantile efforts, while Highland Orc Clans tend to focus more on survival and the glory of the individual members.
Subraces:
Highland Orcs:
0.5 Point: You have Proficiency in Survival.
0.5 Point: You have Proficiency in Handle Animal.
0.5 Point: Brave: You have Advantage on saving throws against being Frightened.
0.5 Point: You have Environmental Adaptation: Extreme Cold.
Roaming the untamed wild-lands of the Highlands in semi-nomadic bands, the Orc Clans of this region take great pride in being hardened survivors and clinging to the proud warrior heritage of their distant ancestors, Shamans pass down the secrets of bending the wild beasts of their inhospitable homeland to aspiring acolytes and every Highland Orc knows how to thrive in regions few other races would be willing to settle in, let alone pass through.
Those Highland Orcs who leave their homeland tend to be in search of something, either a greater challenge than even their formidable homeland can offer, training beyond what their Clan can offer or because they have been exiled for some reason. While Highland Orcs can struggle with the social ‘niceties’ of polite society, once one has earned their trust a Highland Orc’s friendship is an unshakeable bond.
Lowland Orcs:
0.5 Point: You have Proficiency in Persuasion.
0.5 Point: Poison Resistance: You have Advantage on saving throws against Poisoned/Poison, and you have resistance against poison damage.
0.5 Point: Tool Kit Proficiency: Even Lowland Orc Clans that are heavily integrated into a community tend towards self-sufficiency, and most Lowland Orcs adopt a trade or profession to support their Clan in some form or fashion. Consult the ‘Guild Business’ Table under the Guild Artisan Background and either roll for the Tool Kit your character is proficient with, or choose one with the permission of your GM.
Generations of living amongst and trading with the other races on behalf of their Highland kin has mellowed the Lowland Orcs considerably compared to their ancestors. While still as boisterous and physically powerful as their kin, the Lowland Orcs tend to moderate their more violent impulses to ‘fit in’ with the smaller races, but almost every Clan of Lowland Orcs boasts the ability to support itself with trade and mercantile skills, often with larger and more astute Clans sometimes having family members in multiple Guilds to further their ambitions and reach. Earning the trust and respect of a Lowland Orc Clan can have far reaching benefits, since many Clans are spread out across multiple cities, and most such Clans will always offer room and board to a friend of the Clan, if one can survive eating Orc-sized meals thrice a day to avoid offending their hosts.
Unlike Highland Orcs, who tend to boast furious vitality, Lowland Orcs can often be said to be ‘too fat to fail’. Girth is considered a sign of status amongst their people, since it takes a lot of food to fuel an Orc’s body and to be able to afford to eat enough to remain fat is a sign of enduring wealth and prowess. As an unusual side-effect of this cultural habit of eating whatever cuisine they come across, Lowland Orcs are also rather resistant to toxic or poisonous substances, although the chances of one of them eating such fare are rather low, with their heightened sense of smell enabling them to detect such things in their meals rather easily.
The guide makes it quite easy and fun to knock out a race or two without going above the intended power-threshold or gimping the race entirely.