Just a race I brewed up on a whim after seeing some art of humanoid dolphins. I just threw this together, so I don't know how good/balanced it is. If anyone wants to give some critique, I'd be glad to hear it, and if you want to take the race and use it, feel free.
Dolphinfolk
+2 Dex, +1 Int Size: Medium Speed 30 ft/ Swim Speed 30 ft. _____________________ Hold Breath: You can hold your breath for up to 15 minutes at a time.
Ocean Magic: You know the Shape Water* cantrip . When you reach 3rd level, you can cast the Ice Knife* spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the Misty Step spell once per day; you must finish a long rest in order to cast the spell again using this trait. Intelligence is your spellcasting ability for these spells.
Echolocation: Accustomed to hunting in the depths of the sea, you have developed a method of discerning your surroundings in dark and dim conditions. You can sense your surroundings within 30 feet of you, or 60 feet if underwater, unless you are deafened.
*Shape Water and Ice Knife are from Xanathar's Guide.
For echolocation say "You can sense your surroundings within 30 feet of you unless you are deafened." And for a more appropriate 5th level spell, consider wall of water.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
For echolocation say "You can sense your surroundings within 30 feet of you unless you are deafened." And for a more appropriate 5th level spell, consider wall of water.
I like your suggestion for echolocation, and I edited it in. As for the spell though, Misty Step is a 2nd level spell, while Wall of Water is a 3rd level spell, and comparing with other races with some kind of innate spellcasting sheems to show a pattern of Cantrip/1st/2nd. I could be wrong though.
Darkvision. You have a cat's keen senses, especially in the dark. 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.
Red of Tooth and Claw. Your fangs and claws are natural weapons, dealing 1d6+your strength modifier in damage. Your claws deal Slashing damage, while your fangs deal Piercing.
Feral Majesty. You are trained in the Intimidation and Persuasion skills.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Ferocious Roar. You may unleash a thundering roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8+ your proficiency bonus+ your Charisma modifier). A target automatically succeeds on the save if it can't see or hear you. On a failed save, a target becomes frightened of you for 1 minute. If a frightened target takes any damage, it can repeat the saving throwm ending the effect on itself on a success. Once you use your Ferocious Roar, you can't use it again until you complete a long or short rest.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Thanks for the advice! Darkvision is a shoe-in, I don't know why I didn't include it to begin with. Any reason for the Charisma bonus though? I don't really envision these guys as particularly charismatic.
Well, it's a lion, "The King of The Jungle". In a way, Lionfolk remind me of Dragonborn, proud and regal, definitely worth the charisma bonus. I would even include a roar mechanic if you're so inclined.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
For the dolphins, why is it not blindsight that doesn't work when deafened? Also, how about giving them thunderous smite as one of their racial spells and a 1d4 Dex-based bludgeoning unarmed strike usable as a bonus action when they charge an enemy? Maybe give them self-only longstrider at 3rd level, thunderous smite at 5th level, and something small that triggers when they deal thunder damage?
For the lions, a 1/rest sound-based fear aura that allows repeated Wis saves against a Cha-based DC, usable as an action and using a dragon's Frightful Presence for templating, sounds about right. And maybe allow the choice of Intimidation or Persuasion?
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Just a race I brewed up on a whim after seeing some art of humanoid dolphins. I just threw this together, so I don't know how good/balanced it is. If anyone wants to give some critique, I'd be glad to hear it, and if you want to take the race and use it, feel free.
Dolphinfolk
+2 Dex, +1 Int
Size: Medium
Speed 30 ft/ Swim Speed 30 ft.
_____________________
Hold Breath: You can hold your breath for up to 15 minutes at a time.
Ocean Magic: You know the Shape Water* cantrip . When you reach 3rd level, you can cast the Ice Knife* spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the Misty Step spell once per day; you must finish a long rest in order to cast the spell again using this trait. Intelligence is your spellcasting ability for these spells.
Echolocation: Accustomed to hunting in the depths of the sea, you have developed a method of discerning your surroundings in dark and dim conditions. You can sense your surroundings within 30 feet of you, or 60 feet if underwater, unless you are deafened.
*Shape Water and Ice Knife are from Xanathar's Guide.
For echolocation say "You can sense your surroundings within 30 feet of you unless you are deafened." And for a more appropriate 5th level spell, consider wall of water.
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Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Adding another race now, with the working title of "Lionfolk" but probably changing that later. Does this seem too strong, or not strong enough?
Lionfolk
+1 Strength, +1 Dexterity, +1 Charisma
Speed 30ft
__________________________
Darkvision. You have a cat's keen senses, especially in the dark. 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.
Red of Tooth and Claw. Your fangs and claws are natural weapons, dealing 1d6+your strength modifier in damage. Your claws deal Slashing damage, while your fangs deal Piercing.
Feral Majesty. You are trained in the Intimidation and Persuasion skills.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Ferocious Roar. You may unleash a thundering roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8+ your proficiency bonus+ your Charisma modifier). A target automatically succeeds on the save if it can't see or hear you. On a failed save, a target becomes frightened of you for 1 minute. If a frightened target takes any damage, it can repeat the saving throwm ending the effect on itself on a success. Once you use your Ferocious Roar, you can't use it again until you complete a long or short rest.
I like it, but it feels weak. I would have +1 to Str, Dex, and Cha and give them darkvision.
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Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Thanks for the advice! Darkvision is a shoe-in, I don't know why I didn't include it to begin with. Any reason for the Charisma bonus though? I don't really envision these guys as particularly charismatic.
Well, it's a lion, "The King of The Jungle". In a way, Lionfolk remind me of Dragonborn, proud and regal, definitely worth the charisma bonus. I would even include a roar mechanic if you're so inclined.
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Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
That's fair, although I'm not sure what kind of benefit I'd give the roar.
Look at the Dragon Fear feat for inspiration.
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Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
For the dolphins, why is it not blindsight that doesn't work when deafened? Also, how about giving them thunderous smite as one of their racial spells and a 1d4 Dex-based bludgeoning unarmed strike usable as a bonus action when they charge an enemy? Maybe give them self-only longstrider at 3rd level, thunderous smite at 5th level, and something small that triggers when they deal thunder damage?
For the lions, a 1/rest sound-based fear aura that allows repeated Wis saves against a Cha-based DC, usable as an action and using a dragon's Frightful Presence for templating, sounds about right. And maybe allow the choice of Intimidation or Persuasion?
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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