I am looking on feedback for a new Saurian race (dinosaurs yay) I am wanting to update their lore or flavor with more modern ideas of dinosaurs. Example such as they aren't slow or would freeze easily, and are sometimes covered in feathers. My idea is that they are also in their prime and not a sunset species. Let me know what you think, any feedback I will look into and consider. Thank you!
Dinovians Traits (name is Dino and Avian since they are more like birds now than lizards)
Ability Score Increase. Assign ability scores tailored to your character +2 or +1/+1 to an ability of your choice. If you gain more than one increase, you can’t apply those increases to the same ability score, and you can’t increase a score above 20.
Age. Most Dinovians reach maturity in their twenties and can live up to a century.
Alignment. Living in a diverse city Dinovians live by what suits them best in their situation with most being neutral or lawful neutral.
Size. Dinovians range from small to medium. The shortest are two feet tall, while the tallest can reach 8 feet.
Speed. Your basic walking speed is 30.
Family Matters. Dinovians are hatched from eggs and the whole “tribe” is involved with helping to raise the young and take care of the sick and elderly. While helping another Dinovian gain an Advantage on skill checks.
Language. Confluencian is the language of the city. It was designed to be easily read and understood. Some Dinovians also speak Common as outsiders keep finding their way into the city. (For a homebrew campaign where the party goes back in time to a near copper age) Otherwise broadly they speak common.)
Subrace. Dinovians are a varied species that has evolved from a diverse range of creatures. Each of them offers a powerful evolutionary advantage that makes each type valued in the city. (Is Subrace a good name for this?)
Theropins (Carnivores theropods, Raptor to T-Rex)
The Theropins are a varied subrace with spiky teeth and claws. Some have elegant displays of feathers along their torsos. The feathers help regulate their body heat and are used in display of aggression or courtship. Some Theropins have feathers that cover their whole body. Others only have them when they are young, losing all but the down feather when they reach maturity.
Ability Score Increase. Your Dexterity increases by 1.
Tearing Buck You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit. This is done through your claws or maw. May be used as a bonus action.
Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.
Menacing. You gain proficiency in the Intimidation skill.
Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Sauropins (Long necks dinosaurs Brontosaurus)
The Sauropins are the tallest subrace of all the Dinovians thanks to their long necks. This feature gives them easy access to food and a better vantage point in combat. Usually they work as lookouts or guards as they can easily spot danger coming a mile away. They will use this observation advantage and extra reach in combat to devastate those who oppose them.
Ability Score Increase. Your Constitution increases by 1.
Rearing Stance. You gain a +5 bonus to initiative. You can’t be surprised while you are conscious. Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.
Observant. Increase your Intelligence or Wisdom score by 1, to a maximum of 20. If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips. You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
Gregarious herder. When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn. Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Fabropins (Duck billed dinosaur Lambosaurus)
The Fabropins each have a unique cranial casque on their foreheads. They take great pride in their “crown.” They are always comparing it against others. A well kept crown is a display of wealth and power in the community. They can also use this Casque to enhance their voice and detect danger. All Fabropins are adapted with at least some type of verbal magic using their crown.
Ability Score Increase. Your Charisma increases by 1.
Cranial Sense. Has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Distinct Display. You have advantage onCharisma skill checks.
Casque Away. You learn one 1st Level spell of your choice. The 1st level spell must be a Verbal component only spell. You can cast any Verbal only spell without expending a spell slot. Once you cast one of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level.
Thyreopins (ankylosaurs and stegosaurus) they are form the same Clade)
The Thyreopins come in two distinct flavors. Those with spikes on their tails, and those with clubs. They also have layers of armor of either thick bony plates or upright plates on their back. They form close bonds within their community and stay together when facing any challenge.
Ability Score Increase. Your Wisdom increases by 1.
Powerful Tail . As a bonus action, you can make a tail attack which deals 1d4 plus your proficiency bonus. The damage is either slashing or bludgeon damage depending upon if your tail is a club or thagomizer.
Safety of the Herd. Opposing creatures have disadvantage on attack rolls targeted at you if at least one of your allies is within 5 feet of the you and the ally isn't incapacitated.
Natural Armor. You have defensive armor. When you aren't wearing armor, your AC is 12 +your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Cerapins (Triceratops and Pachycephalosaurus species)
Ability Score Increase. Your Strength increases by 1.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Safety of the Herd. Opposing creatures have disadvantage on attack rolls targeted at you if at least one of your allies is within 5 feet of the you and the ally isn't incapacitated.
Ram. You can use your skull dome or horns to make unarmed strikes. If you hit with them, you deal bludgeoning or piercing damage equal to 1d6 + your Strength modifier.
Terapods (Flying reptilians Pteranodon) How to balance a flying race?
Ability Score Increase. Your INT increases by 1.
Flight. You have a flying speed of 30 feet. To use this movement, you can’t be wearing medium or heavy armor. Take 1 action to take off and become aloft.
Reduced Walking Speed of 20 feet.
Diving Strike. While the character is flying and dives at least 30 feet towards a target and then hits it with an action or spell, the attack deals an extra 1D4 plus your proficiency modifier to the target. After attempting the action or spell the character is at ground level.
Soaring Perception. Haveadvantage on Wisdom (Perception) checks that rely on sight or smell.
Cantrip. You learn one cantrip of your choice. The cantrip must be Verbal only.
Lightning Lure. Mind Sliver. Sword Burst. Thaumaturgy. Vicious Mockery.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hello
I am looking on feedback for a new Saurian race (dinosaurs yay) I am wanting to update their lore or flavor with more modern ideas of dinosaurs. Example such as they aren't slow or would freeze easily, and are sometimes covered in feathers. My idea is that they are also in their prime and not a sunset species. Let me know what you think, any feedback I will look into and consider. Thank you!
Dinovians Traits (name is Dino and Avian since they are more like birds now than lizards)
Ability Score Increase. Assign ability scores tailored to your character +2 or +1/+1 to an ability of your choice. If you gain more than one increase, you can’t apply those increases to the same ability score, and you can’t increase a score above 20.
Age. Most Dinovians reach maturity in their twenties and can live up to a century.
Alignment. Living in a diverse city Dinovians live by what suits them best in their situation with most being neutral or lawful neutral.
Size. Dinovians range from small to medium. The shortest are two feet tall, while the tallest can reach 8 feet.
Speed. Your basic walking speed is 30.
Family Matters. Dinovians are hatched from eggs and the whole “tribe” is involved with helping to raise the young and take care of the sick and elderly. While helping another Dinovian gain an Advantage on skill checks.
Language. Confluencian is the language of the city. It was designed to be easily read and understood. Some Dinovians also speak Common as outsiders keep finding their way into the city. (For a homebrew campaign where the party goes back in time to a near copper age) Otherwise broadly they speak common.)
Subrace. Dinovians are a varied species that has evolved from a diverse range of creatures. Each of them offers a powerful evolutionary advantage that makes each type valued in the city. (Is Subrace a good name for this?)
Theropins (Carnivores theropods, Raptor to T-Rex)
The Theropins are a varied subrace with spiky teeth and claws. Some have elegant displays of feathers along their torsos. The feathers help regulate their body heat and are used in display of aggression or courtship. Some Theropins have feathers that cover their whole body. Others only have them when they are young, losing all but the down feather when they reach maturity.
Ability Score Increase. Your Dexterity increases by 1.
Tearing Buck You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit. This is done through your claws or maw. May be used as a bonus action.
Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.
Menacing. You gain proficiency in the Intimidation skill.
Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Sauropins (Long necks dinosaurs Brontosaurus)
The Sauropins are the tallest subrace of all the Dinovians thanks to their long necks. This feature gives them easy access to food and a better vantage point in combat. Usually they work as lookouts or guards as they can easily spot danger coming a mile away. They will use this observation advantage and extra reach in combat to devastate those who oppose them.
Ability Score Increase. Your Constitution increases by 1.
Rearing Stance. You gain a +5 bonus to initiative. You can’t be surprised while you are conscious. Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.
Observant. Increase your Intelligence or Wisdom score by 1, to a maximum of 20. If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips. You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
Gregarious herder. When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn. Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Fabropins (Duck billed dinosaur Lambosaurus)
The Fabropins each have a unique cranial casque on their foreheads. They take great pride in their “crown.” They are always comparing it against others. A well kept crown is a display of wealth and power in the community. They can also use this Casque to enhance their voice and detect danger. All Fabropins are adapted with at least some type of verbal magic using their crown.
Ability Score Increase. Your Charisma increases by 1.
Cranial Sense. Has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Distinct Display. You have advantage on Charisma skill checks.
Casque Away. You learn one 1st Level spell of your choice. The 1st level spell must be a Verbal component only spell. You can cast any Verbal only spell without expending a spell slot. Once you cast one of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level.
Thyreopins (ankylosaurs and stegosaurus) they are form the same Clade)
The Thyreopins come in two distinct flavors. Those with spikes on their tails, and those with clubs. They also have layers of armor of either thick bony plates or upright plates on their back. They form close bonds within their community and stay together when facing any challenge.
Ability Score Increase. Your Wisdom increases by 1.
Powerful Tail . As a bonus action, you can make a tail attack which deals 1d4 plus your proficiency bonus. The damage is either slashing or bludgeon damage depending upon if your tail is a club or thagomizer.
Safety of the Herd. Opposing creatures have disadvantage on attack rolls targeted at you if at least one of your allies is within 5 feet of the you and the ally isn't incapacitated.
Natural Armor. You have defensive armor. When you aren't wearing armor, your AC is 12 +your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Cerapins (Triceratops and Pachycephalosaurus species)
Ability Score Increase. Your Strength increases by 1.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Safety of the Herd. Opposing creatures have disadvantage on attack rolls targeted at you if at least one of your allies is within 5 feet of the you and the ally isn't incapacitated.
Ram. You can use your skull dome or horns to make unarmed strikes. If you hit with them, you deal bludgeoning or piercing damage equal to 1d6 + your Strength modifier.
Terapods (Flying reptilians Pteranodon) How to balance a flying race?
Ability Score Increase. Your INT increases by 1.
Flight. You have a flying speed of 30 feet. To use this movement, you can’t be wearing medium or heavy armor. Take 1 action to take off and become aloft.
Reduced Walking Speed of 20 feet.
Diving Strike. While the character is flying and dives at least 30 feet towards a target and then hits it with an action or spell, the attack deals an extra 1D4 plus your proficiency modifier to the target. After attempting the action or spell the character is at ground level.
Soaring Perception. Have advantage on Wisdom (Perception) checks that rely on sight or smell.
Cantrip. You learn one cantrip of your choice. The cantrip must be Verbal only.
Lightning Lure. Mind Sliver. Sword Burst. Thaumaturgy. Vicious Mockery.