I made a homebrew race for a Gnoll. Please give feedback about the balance and any other suggestions you may have.
Gnolls are feral humanoids that attack settlements along the frontiers and borderlands of civilization without warning, slaughtering their victims and devouring their flesh. Gnolls band together into rampaging packs, led by the strongest gnoll.
* Gnoll Traits
Your gnoll character has the following racial traits.
Ability Score Increase
Your Strength score increases by 2.
Origin Ability Score Increase
Choose an ability score to increase by 2, instead of the previously granted strength score increase.
If you gain more than one increase, you can’t apply those increases to the same ability score, and you can’t increase a score above 20.
Age
Gnolls mature at the same rate as humans and live about as long.
Alignment
Gnolls have a fanatic obsession with blood and flesh, even eating their own kind. Most gnolls are chaotic evil.
Size
Gnolls average about the same height and weight as a human, but with less variation between individuals. Your size is medium.
Speed
Your base walking speed is 30 feet.
Darkvision
Gnolls are mostly nocturnal creatures. 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.
Noxious Bite
Your bite is a natural weapon, which you can use to make unarmed strikes. If you hit with them, you can deal piercing damage equal to 1d4 + your Strength modifier instead of the bludgeoning damage normal for an unarmed strike. A creature hit by your bite must also make a Constitution saving throw, becoming poisoned for 1 minute on a failure. The DC for this saving throw equals 8 + your proficiency bonus + your Constitution modifier.
Blood Frenzy
If you hit a creature with your Bite attack on your turn, you can use a bonus action to make a second bite attack against the same creature. When you reach 9th level, you can make two attacks as part of this bonus action, and both must be against the same creature.
Languages
You can speak, read, and write Common and Gnoll
Origin Languages
You can choose to replace each language in your Languages trait with a language from the following list: Abyssal, Celestial, Common, Deep Speech, Draconic, Dwarvish, Elvish, Giant, Gnomish, Goblin, Halfling, Infernal, Orc, Primordial, Sylvan, or Undercommon.
Your DM may add or remove languages from that list, depending on what languages are appropriate for your campaign.
Subrace
Due to differeing environments, gnolls have separated into two distinct subraces: blackjaw gnolls and bloodpaw gnolls. Choose one of these subraces.
* Blackjaw Gnoll
Blackjaw gnolls live in ancient forests, swamps, and fungal groves. They are more closely descended from the very first Abyssal Gnolls, and have some magic as a result. Blackjaws are more cunning than bloodpaw gnolls, carefully planning raids so they get the most blood with the least resistance.
Ability Score Increase
Your Intelligence score increases by 1.
Origin Ability Score Increase
Choose an ability score to increase by 1, instead of the previously granted intelligence score increase.
If you gain more than one increase, you can’t apply those increases to the same ability score, and you can’t increase a score above 20.
Blackjaw Magic
You know the minor illusion cantrip. When you reach 3rd level, you can cast the hideous laughter spell once with this trait and regain the ability to do so after a long rest. When you reach 5th level, you can cast the invisibility spell once with this trait and regain the ability to do so after a long rest. Intelligence is your spellcasting ability for these spells.
In addition, you can speak, read, and write Abyssal. Any verbal componenets of these spells must be performed in the Abyssal language.
* Bloodpaw Gnoll
Bloodpaw gnolls roam the badlands and savannahs of the world, preying on travelers and frontier towns. They fight with reckless abandon, ripping into each victim with an animal hunger, eating their remains even in the midst of battle.
Ability Score Increase
Your Constitution or Dexterity score increases by 1.
Origin Ability Score Increase
Choose an ability score to increase by 1, instead of the previously granted constitution or dexterity score increase.
If you gain more than one increase, you can’t apply those increases to the same ability score, and you can’t increase a score above 20.
Carrion Eater
When you reduce a creature to 0 hit points with your bite attack, you gain temporary hit points equal to your level. If you already have temporary hitpoints from this feature and gain more from this feature, add the two together.
Nimble Climber
You have a climbing speed equal to your walking speed. In addition, when you fall from a height greater than 10 feet, you can use your reaction to halve the damage you take from the fall. You can take this reaction a number of times equal to your proficiency bonus, and you regain all uses of it when you finish a long rest.
I'm going to assume you haven't it made public yet. Good, do NOT make it public until you're happy with the result and not just for reviewing purposes.
As is we cannot see where the link leads to, so you're going to have to copy/paste the text so we can see what you made.
I made a homebrew race for a Gnoll. Please give feedback about the balance and any other suggestions you may have.
I'm going to assume you haven't it made public yet. Good, do NOT make it public until you're happy with the result and not just for reviewing purposes.
As is we cannot see where the link leads to, so you're going to have to copy/paste the text so we can see what you made.
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