Hey everyone. I made a Walrusfolk race for a Viking campaign. My issue is I feel like I might have added too many extras. When I started I considered modifying the Goliath and also modifying the Bearfolk (3rd party Kobold Press race). It ended feeling like Lizardfolk with its unarmed attack and hold breath. I figure at minimum it needs Hold Breath, the Tusk Attack and Arctic born (excuse the typo where I left out the c). Without those it loses the walrus feel. The other stuff is mainly just fun extras to differentiate the subclasses. The Rolls of Fat ability I like for thematic purposes and it allowed me to switch out the Lizardfolk's unarmored defense but I'm not sure about its balance. I'm curious if I should try to trim some fat or keep it as is.
Your Strength increases by 1 and you Constitution increases by 1.
Hold Breath
You can hold your breath underwater for 25 minutes.
Arctic Born
You are naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide. Snow no longer serve as difficult terrain for you.
Long Tusk
Ability Score Increase
You gain +1 Wisdom.
Rolls of Fat
When you are hit by an physical attack while unarmored you can use your rubbery stomach fat to try to trap the enemies weapon or part of their body (provided they are no more than one size larger than your own and in range). Using this action you can roll a grapple check immediately after being hit. If they hit you with a weapon and the grapple succeeds then the enemy is unarmed and they must succeed another grapple check to get the weapon back. If it is a limb (fist, paw, head, etc.) and the grapple check is successful then the target is grappled but without you having to use a hand to do so. After you use this trait, you can't use it again until you finish a short or long rest.
Tusk Attack
Your tusks to 1D6 damage + your Strength modifier.
Short Tusk
Ability Score Increase.
You gain +1 Intelligence.
Short Tusk Magic
You learn the cantrip Ray of Frost. At 5th level you learn Sleet Storm and can cast it once with this trait. You regain it after you finish a long rest. Intelligence is your spellcasting stat for these spells.
Tusk Attack
Your tusks do 1D4 damage + your Strength modifier.
Honestly seems just fine, I might just leave at grapple for the rolls of fat without the disarm function. But if that's my only gripe I think you done did a good job.
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"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
1d6 + STR mod for both sub races. Do rest of the balancing with Rolls of Fat vs Short Tusk magic. Otherwise seems very balanced. And walrusfolk sounds fun.
I made that change like you suggested. Also I reworked Rolls of Fat. It now says-
When you are hit by an physical attack while unarmored you can use your rubbery stomach fat to try to trap part of the enemies body (provided they are no more than one size larger than your own and in range). Using this action you can roll a grapple check immediately after being hit. If they hit you with a unarmed strike and the grapple succeeds they are grappled but without you having to use a hand to do so. Some weapon attacks count as limbs, such as the snake arms of a Yuan-ti Malison or the claws of a hag. But this only applies if they are naturally or surgically connected to the enemy. Normal unattached handheld weapons are immune to this effect. After you use this trait, you can't use it again until you finish a short or long rest.
The only thing you need to add/clarify is how the tusk attacks functions. Does the tusk attack counts as a weapon or a natural weapon, and if it can or cannot be used as an "unarmed attack". You will also need to state the damage type (piercing, slashing or blunt), and if it can be used in addition to a weapon attack or in place of a weapon attack, or if it would count as a bonus action.
Here is the Lizardman's Bite attack for comparison:
Bite
Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike
Good point. I fixed it so it specifies piercing damage. I need to specify that it is a natural weapon and you can only use it when you can use a weapon action.
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Hey everyone. I made a Walrusfolk race for a Viking campaign. My issue is I feel like I might have added too many extras. When I started I considered modifying the Goliath and also modifying the Bearfolk (3rd party Kobold Press race). It ended feeling like Lizardfolk with its unarmed attack and hold breath. I figure at minimum it needs Hold Breath, the Tusk Attack and Arctic born (excuse the typo where I left out the c). Without those it loses the walrus feel. The other stuff is mainly just fun extras to differentiate the subclasses. The Rolls of Fat ability I like for thematic purposes and it allowed me to switch out the Lizardfolk's unarmored defense but I'm not sure about its balance. I'm curious if I should try to trim some fat or keep it as is.
https://www.dndbeyond.com/races/347718-walrusfolk
Walrusfolk
Ability Score Increase
Your Strength increases by 1 and you Constitution increases by 1.
Hold Breath
You can hold your breath underwater for 25 minutes.
Arctic Born
You are naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide. Snow no longer serve as difficult terrain for you.
Long Tusk
Ability Score Increase
You gain +1 Wisdom.
Rolls of Fat
When you are hit by an physical attack while unarmored you can use your rubbery stomach fat to try to trap the enemies weapon or part of their body (provided they are no more than one size larger than your own and in range). Using this action you can roll a grapple check immediately after being hit. If they hit you with a weapon and the grapple succeeds then the enemy is unarmed and they must succeed another grapple check to get the weapon back. If it is a limb (fist, paw, head, etc.) and the grapple check is successful then the target is grappled but without you having to use a hand to do so. After you use this trait, you can't use it again until you finish a short or long rest.
Tusk Attack
Your tusks to 1D6 damage + your Strength modifier.
Short Tusk
Ability Score Increase.
You gain +1 Intelligence.
Short Tusk Magic
You learn the cantrip Ray of Frost. At 5th level you learn Sleet Storm and can cast it once with this trait. You regain it after you finish a long rest. Intelligence is your spellcasting stat for these spells.
Tusk Attack
Your tusks do 1D4 damage + your Strength modifier.
Edit:
Here is the current version.
https://www.dndbeyond.com/races/363203-walrusfolk
Honestly seems just fine, I might just leave at grapple for the rolls of fat without the disarm function. But if that's my only gripe I think you done did a good job.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
I have to ask, do they have advantage when fighting against the Eggmen?
"Not all those who wander are lost"
1d6 + STR mod for both sub races. Do rest of the balancing with Rolls of Fat vs Short Tusk magic. Otherwise seems very balanced. And walrusfolk sounds fun.
Thanks, I really appreciate that. The Walrusfolk was a big passion project for me unlike my other races which are just wonky conversions.
It is my official house rule. Goo goo g'joob.
I made that change like you suggested. Also I reworked Rolls of Fat. It now says-
When you are hit by an physical attack while unarmored you can use your rubbery stomach fat to try to trap part of the enemies body (provided they are no more than one size larger than your own and in range). Using this action you can roll a grapple check immediately after being hit. If they hit you with a unarmed strike and the grapple succeeds they are grappled but without you having to use a hand to do so. Some weapon attacks count as limbs, such as the snake arms of a Yuan-ti Malison or the claws of a hag. But this only applies if they are naturally or surgically connected to the enemy. Normal unattached handheld weapons are immune to this effect. After you use this trait, you can't use it again until you finish a short or long rest.
The only thing you need to add/clarify is how the tusk attacks functions. Does the tusk attack counts as a weapon or a natural weapon, and if it can or cannot be used as an "unarmed attack". You will also need to state the damage type (piercing, slashing or blunt), and if it can be used in addition to a weapon attack or in place of a weapon attack, or if it would count as a bonus action.
Here is the Lizardman's Bite attack for comparison:
Bite
Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike
Good point. I fixed it so it specifies piercing damage. I need to specify that it is a natural weapon and you can only use it when you can use a weapon action.