One of my players (FOR SOME REASON) wanted to play a Rehmoraz. I compromised with him and said I would make a half rehmoraz rehmoraz born style race. I have no clue where to start from the mechanics and lore parts. I need suggestions. Thanks in advance!
In creating any sort of half monster race you want to preserve the things that make the monster unique, while balancing it against other playable races.
Before we go into mechanics, let's talk a little bit about lore. If you're working in a homebrew setting, perfect! The remorhazfolk (Remorazian?) could come from the arctic circle (if you haven't defined the arctic circle). Even if you had defined the arctic circle, you could turn to the other pole and claim that as their home or say that the remorhazfolk live in tunnels carved beneath the ice. I suspect that the player really wants to look like a remorhaz. So the remorhazfolk likely have the long neck, the fan like frills, the blue skin, a face that suggests insect, (perhaps less so than the remorhaz), and the red hot scales.
The remorhaz is a terrifying beast, no doubt about it. Going over its defining traits, it has two powerful senses (darkvision and tremorsense), two immunities, heated body, a bite and a swallow action.
To keep it balanced, the remorhazfolk are not going to be getting two immunities, but they could get two resistances. If the remorhazfolk get twenty small legs that keeps them low to the ground, tremorsense would make sense but its best to stick with one and I would recommend darkvision. Unless you plan on remorhazfolk being the same size as a remorhaz, they have no need for a swallow attack but they could use a bite attack that instead of dealing 1d4(or 1d6)+Str piercing damage, perhaps 1d4 (or 1d6) piercing damage and fire damage equal to its constitution modifier.
Heated body is the part I worry about. This should definitely be a reaction that has a short or long rest recharge. Perhaps a number of times equal your constitution modifier but it definitely needs to be limited. If the flavor strikes you, you may want to add that a remorhazfolk automatically fails some saving throws associated with certain extreme weather conditions to reflect this line in their description: "They can’t tolerate warm weather, having adapted to the cold by generating a furnace-like heat within their bodies."
"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 think this is the second time I've seen you ask about creating a playable race based on a monster. It's unusual, but maybe you should consider just running a Monster Campaign. It's harder to balance, but if you're playing with a group of players who just want to be huge monsters on a rampage, maybe you should just change it to be a game where that's the point.
One of my players (FOR SOME REASON) wanted to play a Rehmoraz. I compromised with him and said I would make a half rehmoraz rehmoraz born style race. I have no clue where to start from the mechanics and lore parts. I need suggestions. Thanks in advance!
Haha did this urge just happen last night? I can’t imagine why.
"Not all those who wander are lost"
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In creating any sort of half monster race you want to preserve the things that make the monster unique, while balancing it against other playable races.
Before we go into mechanics, let's talk a little bit about lore. If you're working in a homebrew setting, perfect! The remorhazfolk (Remorazian?) could come from the arctic circle (if you haven't defined the arctic circle). Even if you had defined the arctic circle, you could turn to the other pole and claim that as their home or say that the remorhazfolk live in tunnels carved beneath the ice. I suspect that the player really wants to look like a remorhaz. So the remorhazfolk likely have the long neck, the fan like frills, the blue skin, a face that suggests insect, (perhaps less so than the remorhaz), and the red hot scales.
The remorhaz is a terrifying beast, no doubt about it. Going over its defining traits, it has two powerful senses (darkvision and tremorsense), two immunities, heated body, a bite and a swallow action.
To keep it balanced, the remorhazfolk are not going to be getting two immunities, but they could get two resistances. If the remorhazfolk get twenty small legs that keeps them low to the ground, tremorsense would make sense but its best to stick with one and I would recommend darkvision. Unless you plan on remorhazfolk being the same size as a remorhaz, they have no need for a swallow attack but they could use a bite attack that instead of dealing 1d4(or 1d6)+Str piercing damage, perhaps 1d4 (or 1d6) piercing damage and fire damage equal to its constitution modifier.
Heated body is the part I worry about. This should definitely be a reaction that has a short or long rest recharge. Perhaps a number of times equal your constitution modifier but it definitely needs to be limited. If the flavor strikes you, you may want to add that a remorhazfolk automatically fails some saving throws associated with certain extreme weather conditions to reflect this line in their description: "They can’t tolerate warm weather, having adapted to the cold by generating a furnace-like heat within their bodies."
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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
I think this is the second time I've seen you ask about creating a playable race based on a monster. It's unusual, but maybe you should consider just running a Monster Campaign. It's harder to balance, but if you're playing with a group of players who just want to be huge monsters on a rampage, maybe you should just change it to be a game where that's the point.
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That would be a heck ton of fun. It's just my players are monster savvy but they want a semi-normal campaign.