Hey everyone! SkillCheck here, and I’m very excited to show you my newest homebrew race which is now live on DnDB. The Akryd are an insect like race of humanoids who breathed their first breath of life in the underdark. Through the years they built a sophisticated culture in the deep until a rogue queen brought them down low. The Illithid came bearing down on the Akryd killing or enslaving all they could find. The Illithid immediately when to work reshaping the Akryd into their perfect slaves. The result is a versatile race which can be formed to perform nearly any task. When you make an Akryd you will have 2 huge benefits.
First, the Bond system allows for great cooperative play with another player which can be used either to give a lore excuse for helping a new player out or for the large bonuses which the Bond system provides. No matter your reason, the Bond system is a great addition to any type of DND campaign that I think you will love. If you want the Bond system to work for a different race, you will need to take the Imprint Bond feat on the non-Akryd character. You may only have 1 Bond at a time.
Second, the adaptation system allows you to tailor your Akryd to the play style you want. If your friend wants to be an Akryd with you, you will not need change the way you play to do so. The adaptation system can also be extremely powerful, I would talk to your DM about the possibility of waiting to adapt until you are level 3 if you already have a Bond.
Adapt to Survive:
You have lived a life of constant punishment, shrugging off attacks from the various evil forces of the underdark. You have adapted armor plating to protect you from danger while slowing you down. You also gain your natural arm blades. Most Akryd evolve into this form.
-You have a natural armor of 13 + your Dexterity modifier.
-You gain twin arm blades which deal 1d6 slashing damage. These weapons have the Finesse trait, Dexterity is your modifier, and they do not require an empty hand to use however they cannot be used while wielding a shield.
-Your base walking speed is lowered by 10ft.
Adapt to Hunt:
Your combat filled lifestyle has made you a natural hunter, as a result you have adapted to be as lethal as possible. You gain a thin-athletic appearance, you move a little faster but you become more vulnerable to attack. Your arm blades have broadened to become more effective at killing.
-You have twin slashing weapons that deal 1d8 slashing damage. These weapons have the Finesse trait, Dexterity is your modifier, and do not require an empty hand to use however they cannot be used while wielding a shield.
-Your base walking speed is increased to 35ft.
-You are vulnerable to thunder damage.
Adpat to Flee:
A life of constant movement has made you a nimble hard to pin down creature. This rare adaptation make you unique, you do not grow any arm blades at all and instead a set of collapsible wings sprout from your back. The wings are clear membrane like structures in two groups of two resembling the wings of a locust. When not in use they take up no space and are hidden under armor.
-You gain a flight speed of 30ft.
Adapt to Meddle:
During the beginning of your life you delved deep into books full of arcane knowledge and dabbled in various forms of magic. This very rare adaptation sacrifices your natural blades to support your mystical arts. Through this arcane aptitude you have adapted the following attributes.
-You are proficient in the Arcana skill
-You gain the cantrips, Druidcraft and Poison Spray. These do not count against your prepared spells.
I suggest tweaking some of the traits to have a mechanical impact on gameplay.
Senses you can rename Darkvision. With adaptation, what do the four adaptations do? For vulnerability, look at sunlight sensitivity as a way to model that trait. The bond mechanic is fun, however, how long does it take to establish a bond?
"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
I suggest tweaking some of the traits to have a mechanical impact on gameplay.
Senses you can rename Darkvision. With adaptation, what do the four adaptations do? For vulnerability, look at sunlight sensitivity as a way to model that trait. The bond mechanic is fun, however, how long does it take to establish a bond?
I have updated the original post to include the adaptations in their full form. I originally thought of using some sort of sunlight sensitivity but backed away from it. As far as the Bond goes, the effect is instant but your DM can make it a pretty huge moment for you and the person you Bond with. I certainly plan to narrate it as a pretty big event if any of my players create a Bond. The adaptations are quite powerful which is why I recommend the if a player is starting out the game with a Bond-mate, then they should have to wait until level 3 to get their adaptation or vise versa.
I would go with Bond being a third level feature and each different adaptation being a different subrace as there are so many changing bits and pieces. The duration might be instantaneous for the bond, but what is the, for lack of a better term, casting time? For the Adapt to Meddle, what is the spellcasting modifier for the cantrips?
"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
I'm sorry for the wait on my reply, I actually did reply to you almost instantly but for some reason it didn't post. I agree, the Bond should be a level 3 thing, and actually further more it should be a level 4 perk since that is when other races would finally get their ASI to be able to bond anyway. Under normal circumstances I might agree with you on adaptation but whether it is clunky or not, using 4 different sub-races would be far worse. I will not be making this change to the race, I have already made multiple Akryd in the builder and the adaptation is pretty straight forward. I suggest subbing the race if only to try it out and unsubbing. The Bond is something that should be done as a ritual during a long rest, much like attuning to a magic item. Adapt to meddle should be using your wisdom modifier, however I cannot remember if I actually wrote that into the builder. I will edit the wording regarding the bond and the cantrips in the inevitable 1.1 release.
I think the vulnerability to thunder damage seems random. I'm not sure where that came from. I would suggest a different "penalty" as it were, or some other vulnerability. Unless the reason for thunder vulnerability has meaning that I may have missed?
They are adapting a lighter, more frail body to be able move faster and be more lethal. A glass cannon vs thunder damage was my thought. I wanted fire vulnerability, but that would not have gone over well.
They are adapting a lighter, more frail body to be able move faster and be more lethal. A glass cannon vs thunder damage was my thought. I wanted fire vulnerability, but that would not have gone over well.
Ah, okay that makes sense. Maybe just a little more flavor text then to give reason to why they are vulnerable. As I said, it initially just seemed super random.
Sounds like a plan buddy. I am putting together a list of changes right now. Homebrew approval has crawled to a halt right now. It took me a week to post this version and I am already up to a week of waiting on some homebrew items. So bear with me, and Keep the feedback coming. Thank you
Sounds like a plan buddy. I am putting together a list of changes right now. Homebrew approval has crawled to a halt right now. It took me a week to post this version and I am already up to a week of waiting on some homebrew items. So bear with me, and Keep the feedback coming. Thank you
I look forward to it! Also, a picture of what they look like. Insect-like humanoid can be seen as many different variations. I, for one, couldn't play as a race without seeing an example of what the race looks like.
I'm currently working on solving this problem for all of my races. Hopefully soon I will have visual reference for my work. In the mean time I can tell you that they look very similar to the Collectors from the Mass Effect series, for now I would find a picture you like online and use that for your portrait. I cannot use copyrighted material for my homebrew, but I plan to get some commissions done soon.
I'm currently working on solving this problem for all of my races. Hopefully soon I will have visual reference for my work. In the mean time I can tell you that they look very similar to the Collectors from the Mass Effect series, for now I would find a picture you like online and use that for your portrait. I cannot use copyrighted material for my homebrew, but I plan to get some commissions done soon.
I love the Collectors from Mass Effect!!! I'm down for this race 100% now.
I'm sure you can put the references in their background together now as well. The Adapt to Flee version of them is the exact same as the series. If you like these guys you should check out my Grikor who are based off of the Krogan. They are so much fun to play I actually joined a game just to play them.
Surprise! I have updated the Akryd! The race is now public with an updated look as well as.... ART! So go check it out, see if you like it. I think you will. Let me know if you have any questions.
Hey everyone! SkillCheck here, and I’m very excited to show you my newest homebrew race which is now live on DnDB. The Akryd are an insect like race of humanoids who breathed their first breath of life in the underdark. Through the years they built a sophisticated culture in the deep until a rogue queen brought them down low. The Illithid came bearing down on the Akryd killing or enslaving all they could find. The Illithid immediately when to work reshaping the Akryd into their perfect slaves. The result is a versatile race which can be formed to perform nearly any task.
When you make an Akryd you will have 2 huge benefits.
First, the Bond system allows for great cooperative play with another player which can be used either to give a lore excuse for helping a new player out or for the large bonuses which the Bond system provides. No matter your reason, the Bond system is a great addition to any type of DND campaign that I think you will love. If you want the Bond system to work for a different race, you will need to take the Imprint Bond feat on the non-Akryd character. You may only have 1 Bond at a time.
Second, the adaptation system allows you to tailor your Akryd to the play style you want. If your friend wants to be an Akryd with you, you will not need change the way you play to do so. The adaptation system can also be extremely powerful, I would talk to your DM about the possibility of waiting to adapt until you are level 3 if you already have a Bond.
Adapt to Survive:
You have lived a life of constant punishment, shrugging off attacks from the various evil forces of the underdark. You have adapted armor plating to protect you from danger while slowing you down. You also gain your natural arm blades. Most Akryd evolve into this form.
-You have a natural armor of 13 + your Dexterity modifier.
-You gain twin arm blades which deal 1d6 slashing damage. These weapons have the Finesse trait, Dexterity is your modifier, and they do not require an empty hand to use however they cannot be used while wielding a shield.
-Your base walking speed is lowered by 10ft.
Adapt to Hunt:
Your combat filled lifestyle has made you a natural hunter, as a result you have adapted to be as lethal as possible. You gain a thin-athletic appearance, you move a little faster but you become more vulnerable to attack. Your arm blades have broadened to become more effective at killing.
-You have twin slashing weapons that deal 1d8 slashing damage. These weapons have the Finesse trait, Dexterity is your modifier, and do not require an empty hand to use however they cannot be used while wielding a shield.
-Your base walking speed is increased to 35ft.
-You are vulnerable to thunder damage.
Adpat to Flee:
A life of constant movement has made you a nimble hard to pin down creature. This rare adaptation make you unique, you do not grow any arm blades at all and instead a set of collapsible wings sprout from your back. The wings are clear membrane like structures in two groups of two resembling the wings of a locust. When not in use they take up no space and are hidden under armor.
-You gain a flight speed of 30ft.
Adapt to Meddle:
During the beginning of your life you delved deep into books full of arcane knowledge and dabbled in various forms of magic. This very rare adaptation sacrifices your natural blades to support your mystical arts. Through this arcane aptitude you have adapted the following attributes.
-You are proficient in the Arcana skill
-You gain the cantrips, Druidcraft and Poison Spray. These do not count against your prepared spells.
-You gain a new language of your choice.
Dungeon Master for Heroes of Agarra
I have a growing library of Homebrew: Subclasses | Races | Feats | Items
You check out my newest Homebrew: Doctor - The Survey Corps - Order of the Shadow Master
I suggest tweaking some of the traits to have a mechanical impact on gameplay.
Senses you can rename Darkvision. With adaptation, what do the four adaptations do? For vulnerability, look at sunlight sensitivity as a way to model that trait. The bond mechanic is fun, however, how long does it take to establish a bond?
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
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
Dungeon Master for Heroes of Agarra
I have a growing library of Homebrew: Subclasses | Races | Feats | Items
You check out my newest Homebrew: Doctor - The Survey Corps - Order of the Shadow Master
I would go with Bond being a third level feature and each different adaptation being a different subrace as there are so many changing bits and pieces. The duration might be instantaneous for the bond, but what is the, for lack of a better term, casting time? For the Adapt to Meddle, what is the spellcasting modifier for the cantrips?
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
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
I'm sorry for the wait on my reply, I actually did reply to you almost instantly but for some reason it didn't post. I agree, the Bond should be a level 3 thing, and actually further more it should be a level 4 perk since that is when other races would finally get their ASI to be able to bond anyway. Under normal circumstances I might agree with you on adaptation but whether it is clunky or not, using 4 different sub-races would be far worse. I will not be making this change to the race, I have already made multiple Akryd in the builder and the adaptation is pretty straight forward. I suggest subbing the race if only to try it out and unsubbing. The Bond is something that should be done as a ritual during a long rest, much like attuning to a magic item. Adapt to meddle should be using your wisdom modifier, however I cannot remember if I actually wrote that into the builder. I will edit the wording regarding the bond and the cantrips in the inevitable 1.1 release.
Dungeon Master for Heroes of Agarra
I have a growing library of Homebrew: Subclasses | Races | Feats | Items
You check out my newest Homebrew: Doctor - The Survey Corps - Order of the Shadow Master
I think the vulnerability to thunder damage seems random. I'm not sure where that came from. I would suggest a different "penalty" as it were, or some other vulnerability. Unless the reason for thunder vulnerability has meaning that I may have missed?
Published Subclasses
They are adapting a lighter, more frail body to be able move faster and be more lethal. A glass cannon vs thunder damage was my thought. I wanted fire vulnerability, but that would not have gone over well.
Dungeon Master for Heroes of Agarra
I have a growing library of Homebrew: Subclasses | Races | Feats | Items
You check out my newest Homebrew: Doctor - The Survey Corps - Order of the Shadow Master
Published Subclasses
Sounds like a plan buddy. I am putting together a list of changes right now. Homebrew approval has crawled to a halt right now. It took me a week to post this version and I am already up to a week of waiting on some homebrew items. So bear with me, and Keep the feedback coming. Thank you
Dungeon Master for Heroes of Agarra
I have a growing library of Homebrew: Subclasses | Races | Feats | Items
You check out my newest Homebrew: Doctor - The Survey Corps - Order of the Shadow Master
Published Subclasses
I'm currently working on solving this problem for all of my races. Hopefully soon I will have visual reference for my work. In the mean time I can tell you that they look very similar to the Collectors from the Mass Effect series, for now I would find a picture you like online and use that for your portrait. I cannot use copyrighted material for my homebrew, but I plan to get some commissions done soon.
Dungeon Master for Heroes of Agarra
I have a growing library of Homebrew: Subclasses | Races | Feats | Items
You check out my newest Homebrew: Doctor - The Survey Corps - Order of the Shadow Master
Published Subclasses
I'm sure you can put the references in their background together now as well. The Adapt to Flee version of them is the exact same as the series. If you like these guys you should check out my Grikor who are based off of the Krogan. They are so much fun to play I actually joined a game just to play them.
Dungeon Master for Heroes of Agarra
I have a growing library of Homebrew: Subclasses | Races | Feats | Items
You check out my newest Homebrew: Doctor - The Survey Corps - Order of the Shadow Master
Hey there, SkillCheck here.
Surprise! I have updated the Akryd! The race is now public with an updated look as well as.... ART! So go check it out, see if you like it. I think you will. Let me know if you have any questions.
Thank you, SkillCheck
Dungeon Master for Heroes of Agarra
I have a growing library of Homebrew: Subclasses | Races | Feats | Items
You check out my newest Homebrew: Doctor - The Survey Corps - Order of the Shadow Master