Hello! First off, I am really sorry if this is the wrong forum, I ma pretty new to here. I recently made a new race, inspired by the Crows from the Merciful Crows series. They are a group of nomads who travel from town to town to take care of their diseased and plague ridden, preventing it from spreading, and granting mercy in death to those who are terminally suffering. Their whole spiel is that they are able to see the past and draw on the powers of the bones of the dead, but not in a necromantic way. I attempted to balance their Bone Magic ability but limiting it to one of the effects and only being able to change it on a long rest, but I fear that it may still be too powerful. (Note on the Bones of the Gifted feature- A) I had no clue what to call it, and I am open to suggestion, and B) It only applies to senses one might gain from a race, such as darkvision, the UA Owlfolk race's Arcane Sight, or the Keen Senses feature, so it does not apply to class/subclass features such as the Twilight Clerics Eyes of the Dark Ability or the Sense Undead Ability).
Here are the abilities. I welcome feedback, and thank you for spending time to help me out!
Disease Eater- Same say they are chosen, some say they are cursed. But one thing stays true- a Thief suffers no disease. You are immune to disease. Spark of the Bone- They say that the Thieves can read the future in the bones of the damned. This is nothing but superstitious fear-mongering. However, they can certainly see the past. You can read the history of the unfortunate owner of any bones you touch. You can always tell if the subject is living or dead. At 3rd level, you are able to see memories that the subject held as important, such as pivotal events in their life, the birth or death of a loved one, or simply the joy of baking a new recipe. Bone Magic- The Thieves are able to call on the souls leftover in the bones they read. You are able to use the power left over in the bones of others. Over a Long Rest, you can choose to attune to one Humanoid's bones. This can be anything from a tooth to a femur. To qualify for this, it must have had an intelligence score of at least 6 in life, and be a Humanoid. The benefits change depending on the origin of the bone you wield. If a creature's bones qualifies for multiple, you can still only choose one. You start out the game with a number of bones that is determined by your subrace- ~Bones of a Magic User- If they belong to a class, you can choose a cantrip from their class, and use their spell casting ability. For example, if you wield the bones of a cleric, you choose one cantrip from the cleric spell list, and you use Wisdom. If you are wielding the bones of a creature that have innate spell casting, you can only use that cantrip (or choose from their available cantrips) and use their spell casting ability. ~Bones of a Craftsman- You gain one of the tool proficiencies the creature had in life, and you can double your proficiency bonus. For example, if you are using the bones of a wood smith, you gain a proficiency in Carpenter's tools. ~Bones of the Gifted- You can use the bones of a creature that have a special sense to gain it. For example, you can use the bones of a Drow to gain Superior Darkvision, or the bones of a Wood Elf to gain the benefits of their Keen Senses. Subrace (strictly speaking, their training/age in the tribe)--
Corpse Burners- You are the average member of the tribe, and the most hated. You take care of and cleanse all of the plague ridden bodies, and as such, have trained to be able to run, hide, and climb on a moment's notice to avoid trouble. You start with one Bone of the Gifted and one Bone of a Craftsman. Always Keep Your Boots On- Those that view the Bone Thieves as pests seek to destroy them all, damn the consequences of allowing plague to run free. However, the Thieves are well aware of this fact, and they use specialty tools to escape when necessary. You are proficient in Acrobatics, as well as an Exotic weapon, the Spiked Boots. Wearing these on your feet, you can make a kick attack and deal 1d4 piercing damage. While wearing these boots, you gain a climbing speed of 20 feet.
Shrine Keeper- You have become unfit to run and hide as you have, whether from old age, physical wounds, or even just mental tiredness, and chose to settle down and protect one of the secret, hidden shrines that Thieves can always find refuge at. You are the keeper of the ancestral tales of the Thieves, the legends of the dead gods. You start with two Bones of a Magic User and 1 Bone of the Gifted, with one of the Bones of a Magic User being tied to Minor Illusion, unable to be changed. Ancestral Stories- Whenever you make a History or Religion check related to the history and mythology of your people, you are considered proficient in that skill, and add double your Proficiency Bonus to the check, instead of your normal Proficiency Bonus.
Chieftain- You are the leader of your people, the heart that pumps the life-blood of the tribe. You ask for your just payment, and call the Danse Macabre when you do not receive it. And you deal mercy where necessary, using the a chieftain's broken blade. You start with two bones of your choice, and one Bone of a Magic User that is tied to Thaumaturgy. Danse Macabre- You are proficient in Persuasion(or Intimidation or Performance, I am looking for suggestions), and whenever you perform with 3 or more others, you gain advantage on the Persuasion check.
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Hello! First off, I am really sorry if this is the wrong forum, I ma pretty new to here. I recently made a new race, inspired by the Crows from the Merciful Crows series. They are a group of nomads who travel from town to town to take care of their diseased and plague ridden, preventing it from spreading, and granting mercy in death to those who are terminally suffering. Their whole spiel is that they are able to see the past and draw on the powers of the bones of the dead, but not in a necromantic way. I attempted to balance their Bone Magic ability but limiting it to one of the effects and only being able to change it on a long rest, but I fear that it may still be too powerful. (Note on the Bones of the Gifted feature- A) I had no clue what to call it, and I am open to suggestion, and B) It only applies to senses one might gain from a race, such as darkvision, the UA Owlfolk race's Arcane Sight, or the Keen Senses feature, so it does not apply to class/subclass features such as the Twilight Clerics Eyes of the Dark Ability or the Sense Undead Ability).
Here are the abilities. I welcome feedback, and thank you for spending time to help me out!
Disease Eater- Same say they are chosen, some say they are cursed. But one thing stays true- a Thief suffers no disease. You are immune to disease.
Spark of the Bone- They say that the Thieves can read the future in the bones of the damned. This is nothing but superstitious fear-mongering. However, they can certainly see the past. You can read the history of the unfortunate owner of any bones you touch. You can always tell if the subject is living or dead. At 3rd level, you are able to see memories that the subject held as important, such as pivotal events in their life, the birth or death of a loved one, or simply the joy of baking a new recipe.
Bone Magic- The Thieves are able to call on the souls leftover in the bones they read. You are able to use the power left over in the bones of others. Over a Long Rest, you can choose to attune to one Humanoid's bones. This can be anything from a tooth to a femur. To qualify for this, it must have had an intelligence score of at least 6 in life, and be a Humanoid. The benefits change depending on the origin of the bone you wield. If a creature's bones qualifies for multiple, you can still only choose one. You start out the game with a number of bones that is determined by your subrace-
~Bones of a Magic User- If they belong to a class, you can choose a cantrip from their class, and use their spell casting ability. For example, if you wield the bones of a cleric, you choose one cantrip from the cleric spell list, and you use Wisdom. If you are wielding the bones of a creature that have innate spell casting, you can only use that cantrip (or choose from their available cantrips) and use their spell casting ability.
~Bones of a Craftsman- You gain one of the tool proficiencies the creature had in life, and you can double your proficiency bonus. For example, if you are using the bones of a wood smith, you gain a proficiency in Carpenter's tools.
~Bones of the Gifted- You can use the bones of a creature that have a special sense to gain it. For example, you can use the bones of a Drow to gain Superior Darkvision, or the bones of a Wood Elf to gain the benefits of their Keen Senses.
Subrace (strictly speaking, their training/age in the tribe)--
Corpse Burners- You are the average member of the tribe, and the most hated. You take care of and cleanse all of the plague ridden bodies, and as such, have trained to be able to run, hide, and climb on a moment's notice to avoid trouble. You start with one Bone of the Gifted and one Bone of a Craftsman.
Always Keep Your Boots On- Those that view the Bone Thieves as pests seek to destroy them all, damn the consequences of allowing plague to run free. However, the Thieves are well aware of this fact, and they use specialty tools to escape when necessary. You are proficient in Acrobatics, as well as an Exotic weapon, the Spiked Boots. Wearing these on your feet, you can make a kick attack and deal 1d4 piercing damage. While wearing these boots, you gain a climbing speed of 20 feet.
Shrine Keeper- You have become unfit to run and hide as you have, whether from old age, physical wounds, or even just mental tiredness, and chose to settle down and protect one of the secret, hidden shrines that Thieves can always find refuge at. You are the keeper of the ancestral tales of the Thieves, the legends of the dead gods. You start with two Bones of a Magic User and 1 Bone of the Gifted, with one of the Bones of a Magic User being tied to Minor Illusion, unable to be changed.
Ancestral Stories- Whenever you make a History or Religion check related to the history and mythology of your people, you are considered proficient in that skill, and add double your Proficiency Bonus to the check, instead of your normal Proficiency Bonus.
Chieftain- You are the leader of your people, the heart that pumps the life-blood of the tribe. You ask for your just payment, and call the Danse Macabre when you do not receive it. And you deal mercy where necessary, using the a chieftain's broken blade. You start with two bones of your choice, and one Bone of a Magic User that is tied to Thaumaturgy.
Danse Macabre- You are proficient in Persuasion(or Intimidation or Performance, I am looking for suggestions), and whenever you perform with 3 or more others, you gain advantage on the Persuasion check.