I recently made a custom race, this being the Kiplin, they are a rodent like race consisting of three different sub classes. The information and page Isin't entirely done but here it is. Any advice or opinions on balancing or such would be wonderful.
- Kiplin -
Kiplin are a rodent like race, they break down into multiple subspecies but tend to have their similarities. The species stands between 5 and 6 foot in height, they mature between the ages of 16 and 19 and tend to live into their 80s. They are incapable of having children with other species, and tend to have litters of 3-5 children. Given this, relationships with other species aren't impossible but are rather uncommon given the Kiplin's nature of staying around other Kiplin.The Kiplin race are a strangely diverse and adaptable for what they are, often coexisting with humans, Halflings, and even Dwarves or elves if they happen to be in the same regions. The Kiplin tend to live in forests, plains, or cities. When living in forest or plains they will make homes that are dug into the ground or are built up as mounds (think hobbit homes or animal burrows that are a bit more homely.) They will live in tightly knit clans that try to be peaceful with those around them, though some are more aggressive. When it comes to Kiplin who live in cities and villages they usually adapt into the society and become traders or artisans of any type. While that is the standard it still isn't uncommon for a Kiplin to entering other professions, most notably Adventuring, Thieving, or Academic Studies. When it comes to work like this it is worth noting that the Kiplin may rarely stay in the same location, even if they are pursuing a more academic lifestyle they will prefer a hands on approach to studying. They have other notable factors that are much minor, the species is omnivorous, while they will eat anything a person may they have a tendency to sweet foods, whether its a pastry, fruit, or berry. Those who take up arms are able to specialize into any form of fighting style, whether it be dexterous, brutish, or arcane. Kiplin vary in appearance depending on their subtype, The Straight-ear Kiplin is very reminiscent of a mixture of a deer mouse and a rat. The majority of their body is covered in fur that could take up a number of colors, whether being a shade of brown, black, white, or any other natural color. They tend to have long tails that they can slightly control. Their ears are slightly tilted back and are smaller than you'd suspect, but are still proportionate. They stand between 5'4 and 5'8. the other notables features would be their humanoid hands, animistic feet, and finally their eyes. The eyes of a Kiplin can come in almost any color, the reason for this is unknown but it is a fact. The first variant of the Kiplin would be the Sharp-Ear, this subrace is much more rat like. Most notably would be the Kiplin's coloration, height, tail, and ears. All Sharp-ears are slightly lean and stand between 5'8 and 6ft, their fur tends to be on the darker end of the spectrum but can still be rather light. They have thicker tails than normal that thin as it continues on, and as you could of guessed they have much more pointed ears. The ears are still in a rodent style but they could be reminiscent of a cats, though they are entirely different in truth. Finally we have the Round-Ear subtype of the Kiplin species. These are the short brethren of the Kiplin, standing at 5ft to 5'4, As you can most likely guess they tend to have lighter fur, look slightly more plump than the others of their race, and have tails that are consistently thin. Finally they have the largest ears of the species that are very rounded.
- Details - Stat Increases: +2 Dexterity Age: Kiplin mature between 17-19, and tend to live into their 80s Darkvision: 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. Height: Between 5ft and 6ft depending on your subrace Speed: You can move by 30ft Alignment: Kiplin tend to be neutral good or Chaotic good Fleet of Paw: you can spend your bonus action to travel your movement speed, this does not affect dashing or your regular
movement. Once you use this ability you cant again until after a long rest
- Subrace -
Straight-Ear - The Straight-Ear Kiplin make up the majority of the species, They innately have a decent work ethic and tend to be naturally good with some form of trade work. While this subrace are the hardest working of the they also have a deep love for pleasant times, many taking up hobbies in music, cards, or other forms of entertainment. Being a level headed people who give to their communities the Straight-Ear Kiplin integrate very well with other species, though if multiple live in a town they will often be neighbors or form their own neighborhoods, as all Kiplin find comfort in being with others of their species.
Improvement: +1 to a stat of your choice (excluding dexterity) Skilled Labor: All Straight-Ear Kiplin know how to work some kind of trade, Though this ability to work has given them a love of relaxation, take proficiency on artisan tools of your choice as well as one instrument or game/set.
Sharp-Ear - As a Sharp-Ear you are the odd one out of the three types of Kiplin. Sharp-Ears are the least common of the three, they are also the least trusted among other races. Sharp-Ear generally stand taller and are usually noticeably stronger. Given this, and their powerful wish to survive, you can find Sharp-Ears in two main areas of occupation. Firstly they commonly take up jobs related to manual labor, this includes jobs such as mining, sailing, construction, and dock work. Oddly while they would be suited for it, Sharp-Ears rarely do farm work as they prefer cities, thick forests, and other areas similar to this. Secondly, they often enter into mercenary work or adventuring. While they are different from the other two types of Kiplin they are a welcomed member to any Kiplin community and generally make when living with other species. Even if their darker and more harsh nature may be a tad off putting.
Improvement: +1 Strength Furtive Nature: Your dark nature and sleek body (In Comparison to the other subraces) allows you to be rather stealthy. You gain proficiency in stealth and have advantage on stealth rolls in dim (or darker) light.
Round-Ear - The Round-Ear subtype are generally the smallest and most friendly of the Kiplin race, and while they are clearly of the Kiplin species if you put a Sharp-Ear and A Round-Ear beside each other some may mistake them for being different species. While they are very pleasant to be around and generally considered adorable, it wouldn't be unfair to say that they are the least productive of the species. In comparison to the Straight-Ears Work ethic and natural skill, and the Sharp-Ears physical capabilities and strive to live, The Round-Ear is lacking. On top of all this they are also known to be rather cowardly. With those negatives aside Round-Ears still pitch in and help, they do excellent in social situations and generally know how to keep the mood positive. Along with their positivity it is commonly known that Round-Ear Kiplin have minor amounts of magic innately within them, giving them the ability to use certain cantrips.
Improvement: +1 Charisma Arcane Nature: Round-Ear Kiplin all have minor amounts of magical ability within them, Given this at first level you have the choice of one of three cantrips, these being Mending, Prestidigitation, or Dancing Lights (No Components are needed)
"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
Very cute! Well, if you're okay with 6ft tall rats, that is (good Lord). It's like a mouse version of the tabaxi! I might suggest having Fleet of Paw recharge on a short rest instead, or like how the Tabaxi's Feline Agility works (can use again only after you spend a turn traveling 0ft). Having it use a bonus action kind of clashes with class abilities and duplicates a rogue ability.
I think you'd be okay to add a bit more, especially to the Round-Ear who could use a bonus proficiency or language. Using the Tabaxi as a comparator again, the cat race gets a movement bonus, use of claws, a language, and 2 skill proficiencies. I think if you use that as a model and keep the subclass from exceeding that, your balance will be okay.
Thanks for the suggestions, if I may ask a few more things. For fleet of paw would it make more sense to make it a free action? or just a action? along with that I was thinking of making it use the same system as the Tabaxi's Feline Agility but I wasn't sure if making it too similar would be a bad thing.
Secondly I kind of forgot about languages I think, so I should probably give them the ability to speak common as well as one other language, or Kiplin and common.
Finally I agree the Round-Ear is a tad.... underwhelming, would giving it proficiency in a skill of the players choice worth adding?
after those three additions I feel the race would be finished, even if it may be a little under powered but I'm fine with that. Thanks for any help you can provide!
I don't think it's bad to be similar to the Tabaxi. The subraces all add flavor that makes the Kiplin stand apart. If you want Fleet of Foot to cost a bonus action, I'd give the player another option, much like the goblin's racial ability. For languages, knowing common and Kiplin would work. You could also use a language from the area they're from( Rarer languages such as Sylvan or Terran spring to mind).
As for additions...the round ear may benefit from an extra language and/or a skill proficiency related to their social tendencies (performance, persuasion, insight etc) which can complement the +1 CHA. Even the straight ear may benefit from an extra language.
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I recently made a custom race, this being the Kiplin, they are a rodent like race consisting of three different sub classes. The information and page Isin't entirely done but here it is. Any advice or opinions on balancing or such would be wonderful.
- Kiplin -
Kiplin are a rodent like race, they break down into multiple subspecies but tend to have their similarities. The species stands between 5 and 6 foot in height, they mature between the ages of 16 and 19 and tend to live into their 80s. They are incapable of having children with other species, and tend to have litters of 3-5 children. Given this, relationships with other species aren't impossible but are rather uncommon given the Kiplin's nature of staying around other Kiplin.The Kiplin race are a strangely diverse and adaptable for what they are, often coexisting with humans, Halflings, and even Dwarves or elves if they happen to be in the same regions. The Kiplin tend to live in forests, plains, or cities. When living in forest or plains they will make homes that are dug into the ground or are built up as mounds (think hobbit homes or animal burrows that are a bit more homely.) They will live in tightly knit clans that try to be peaceful with those around them, though some are more aggressive. When it comes to Kiplin who live in cities and villages they usually adapt into the society and become traders or artisans of any type. While that is the standard it still isn't uncommon for a Kiplin to entering other professions, most notably Adventuring, Thieving, or Academic Studies. When it comes to work like this it is worth noting that the Kiplin may rarely stay in the same location, even if they are pursuing a more academic lifestyle they will prefer a hands on approach to studying. They have other notable factors that are much minor, the species is omnivorous, while they will eat anything a person may they have a tendency to sweet foods, whether its a pastry, fruit, or berry. Those who take up arms are able to specialize into any form of fighting style, whether it be dexterous, brutish, or arcane. Kiplin vary in appearance depending on their subtype, The Straight-ear Kiplin is very reminiscent of a mixture of a deer mouse and a rat. The majority of their body is covered in fur that could take up a number of colors, whether being a shade of brown, black, white, or any other natural color. They tend to have long tails that they can slightly control. Their ears are slightly tilted back and are smaller than you'd suspect, but are still proportionate. They stand between 5'4 and 5'8. the other notables features would be their humanoid hands, animistic feet, and finally their eyes. The eyes of a Kiplin can come in almost any color, the reason for this is unknown but it is a fact. The first variant of the Kiplin would be the Sharp-Ear, this subrace is much more rat like. Most notably would be the Kiplin's coloration, height, tail, and ears. All Sharp-ears are slightly lean and stand between 5'8 and 6ft, their fur tends to be on the darker end of the spectrum but can still be rather light. They have thicker tails than normal that thin as it continues on, and as you could of guessed they have much more pointed ears. The ears are still in a rodent style but they could be reminiscent of a cats, though they are entirely different in truth.
Finally we have the Round-Ear subtype of the Kiplin species. These are the short brethren of the Kiplin, standing at 5ft to 5'4, As you can most likely guess they tend to have lighter fur, look slightly more plump than the others of their race, and have tails that are consistently thin. Finally they have the largest ears of the species that are very rounded.
- Details -
Stat Increases: +2 Dexterity
Age: Kiplin mature between 17-19, and tend to live into their 80s
Darkvision: 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.
Height: Between 5ft and 6ft depending on your subrace
Speed: You can move by 30ft
Alignment: Kiplin tend to be neutral good or Chaotic good
Fleet of Paw: you can spend your bonus action to travel your movement speed, this does not affect dashing or your regular
movement. Once you use this ability you cant again until after a long rest
- Subrace -
Straight-Ear -
The Straight-Ear Kiplin make up the majority of the species, They innately have a decent work ethic and tend to be naturally good with some form of trade work. While this subrace are the hardest working of the they also have a deep love for pleasant times, many taking up hobbies in music, cards, or other forms of entertainment. Being a level headed people who give to their communities the Straight-Ear Kiplin integrate very well with other species, though if multiple live in a town they will often be neighbors or form their own neighborhoods, as all Kiplin find comfort in being with others of their species.
Improvement: +1 to a stat of your choice (excluding dexterity)
Skilled Labor: All Straight-Ear Kiplin know how to work some kind of trade, Though this ability to work has given them a love of relaxation, take proficiency on artisan tools of your choice as well as one instrument or game/set.
Sharp-Ear -
As a Sharp-Ear you are the odd one out of the three types of Kiplin. Sharp-Ears are the least common of the three, they are also the least trusted among other races. Sharp-Ear generally stand taller and are usually noticeably stronger. Given this, and their powerful wish to survive, you can find Sharp-Ears in two main areas of occupation. Firstly they commonly take up jobs related to manual labor, this includes jobs such as mining, sailing, construction, and dock work. Oddly while they would be suited for it, Sharp-Ears rarely do farm work as they prefer cities, thick forests, and other areas similar to this. Secondly, they often enter into mercenary work or adventuring. While they are different from the other two types of Kiplin they are a welcomed member to any Kiplin community and generally make when living with other species. Even if their darker and more harsh nature may be a tad off putting.
Improvement: +1 Strength
Furtive Nature: Your dark nature and sleek body (In Comparison to the other subraces) allows you to be rather stealthy. You gain proficiency in stealth and have advantage on stealth rolls in dim (or darker) light.
Round-Ear -
The Round-Ear subtype are generally the smallest and most friendly of the Kiplin race, and while they are clearly of the Kiplin species if you put a Sharp-Ear and A Round-Ear beside each other some may mistake them for being different species. While they are very pleasant to be around and generally considered adorable, it wouldn't be unfair to say that they are the least productive of the species. In comparison to the Straight-Ears Work ethic and natural skill, and the Sharp-Ears physical capabilities and strive to live, The Round-Ear is lacking. On top of all this they are also known to be rather cowardly. With those negatives aside Round-Ears still pitch in and help, they do excellent in social situations and generally know how to keep the mood positive. Along with their positivity it is commonly known that Round-Ear Kiplin have minor amounts of magic innately within them, giving them the ability to use certain cantrips.
Improvement: +1 Charisma
Arcane Nature: Round-Ear Kiplin all have minor amounts of magical ability within them, Given this at first level you have the choice of one of three cantrips, these being Mending, Prestidigitation, or Dancing Lights (No Components are needed)
It seems fine, if not a little under powered, I could not tell you how to empower it, but I think the race should have something more to it.
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"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
Very cute! Well, if you're okay with 6ft tall rats, that is (good Lord). It's like a mouse version of the tabaxi! I might suggest having Fleet of Paw recharge on a short rest instead, or like how the Tabaxi's Feline Agility works (can use again only after you spend a turn traveling 0ft). Having it use a bonus action kind of clashes with class abilities and duplicates a rogue ability.
I think you'd be okay to add a bit more, especially to the Round-Ear who could use a bonus proficiency or language. Using the Tabaxi as a comparator again, the cat race gets a movement bonus, use of claws, a language, and 2 skill proficiencies. I think if you use that as a model and keep the subclass from exceeding that, your balance will be okay.
Thanks for the suggestions, if I may ask a few more things. For fleet of paw would it make more sense to make it a free action? or just a action? along with that I was thinking of making it use the same system as the Tabaxi's Feline Agility but I wasn't sure if making it too similar would be a bad thing.
Secondly I kind of forgot about languages I think, so I should probably give them the ability to speak common as well as one other language, or Kiplin and common.
Finally I agree the Round-Ear is a tad.... underwhelming, would giving it proficiency in a skill of the players choice worth adding?
after those three additions I feel the race would be finished, even if it may be a little under powered but I'm fine with that. Thanks for any help you can provide!
I don't think it's bad to be similar to the Tabaxi. The subraces all add flavor that makes the Kiplin stand apart. If you want Fleet of Foot to cost a bonus action, I'd give the player another option, much like the goblin's racial ability. For languages, knowing common and Kiplin would work. You could also use a language from the area they're from( Rarer languages such as Sylvan or Terran spring to mind).
As for additions...the round ear may benefit from an extra language and/or a skill proficiency related to their social tendencies (performance, persuasion, insight etc) which can complement the +1 CHA. Even the straight ear may benefit from an extra language.