Homebrew Dudian Species Details
Dudians are humanoid creatures, and appear to be related to the Human race, but genetically have no similarities. The Dudians are tall, pale beings that do not possess any features aside from four limbs, eyes, and ear holes. They all have one set skin tone, that being a gray color. Strongest Attribute directly influences muscular build but always stays as a near mirror of the human cardiovascular system. They all have the same traversal speed, but strength, dexterity, and constitution builds have more control over their movements in battle.
Dudians have a unique way of obtaining stats, as instead of individually rolling for all six attributes, each stat is assigned a number 1-6, and a D6 is rolled for all 6 at once. Whichever stat is selected is an automatic 20, and the rest (besides charisma and wisdom) are automatically given a value of 6. Dexterity and Strength Build Dudians have a large, strong and muscular build. Dexterity builds are weaker than Strength builds, and in turn are faster. Constitution build Dudians are insanely resilient, and can tank quite a few large-scale attacks, but are very slow. Intelligence Build Dudians have a 50/50 chance to have support or attack magic, and no in between. Charisma and Wisdom are not affected by the dice roll, and sit at values of 5 for Wisdom, and 3 for Charisma. Dudians are only capable of understanding speech and conveying basic emotions.
If the roll lands on Charisma or Wisdom, do not change the value and re-roll for another stat.
Creature Type: Dissimilar Homosapien
Size: 7 - 10 feet tall
Speed: (Dexterity/Strength) 40/35 feet (Constitution) 10 feet (Intelligence) 25 feet
Dudian Traits
Each build has it's own Glass Canon, which must roll a D6 to increase the damage multiplier from 2x to 3x. Each Glass Canon attack (GC) does one third of the enemy's health (with a 1x multiplier) as long as the roll is above half of the die's total side count. The one-third rule may not be cancelled under any circumstances.Final Shout (Strength/Dexterity Build)
Upon a successful use of the trait, (a roll scores over half the total side count of the dice) all damage is tripled until the next attack. If the attack fails or misses, all damage afterward is halved for the rest of the encounter. If it lands, roll a D6 twice, once for actually hitting the attack, and the base damage for the multiplier to triple. If the roll for landing the attack is a 4 or 5, the attack lands normally, with no side effects other than the drawbacks of the move. If the roll is a 6, HP and DEF are only reduced to half, and damage is not halved for the rest of the encounter. HP and DEF are reduced to one, and attack Damage is halved for the rest of the encounter.
If this move is used while the Dudian is one hit away from death, it is always a surefire hit, and causes the Dudian to fall unconscious for the rest of the encounter.
Draining Blast (Intelligence Build)
In exchange for every ounce of mana, this ability fires a large beam of raw, unconcentrated mana. Damage scales with the amount of mana the Dudian possesses.
Immovable Shield (Constitution Build)
Upon the use of the ability, the Dudian may shield any two party members from most, if not all incoming damage. To determine the amount of damage taken, the Dudian must roll for constitution, and if the roll is over half of the total side count of the dice, then DEF is raised to max, and shielded party members take 5% of the attack's damage. Otherwise, damage is halved for the party members and the other 50% of the attack's damage is taken by the Dudian. In the case of the enemy rolling the highest value, The Dudian's previous DEF value is discarded, and full damage is taken by the Dudian and shielded members.
Tunnel Vision
The skill that is chosen and responsible for the build is always at max, and every other remaining skill is a 7.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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2/26/2025 2:27:38 PM
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Posted Feb 26, 2025Individually called "Dudes", They are only good at ONE THING at a time. This is why they have "Builds". They can wield weapons with a Strength/Dexterity build, but only heavy ones. (Even so it's probably best to let them use their hands or fighting gauntlets.) With an Intelligence build, the only weapon they can wield are magic staffs, and do not possess the strength to bat away or hit enemies that are medium or larger.
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Posted Feb 26, 2025Also some extra details I forgot to re-add after accidentally reverting a few things -
The damage of their Glass Canon move is scaled like this:
If the roll is a 1, 2, or 3, the attack does one third of the enemy's health with full consequences.
If the roll is a 4, the attack does two thirds of the enemy's health with full consequences.
If the roll is a 5, the attack does two thirds of the enemy's health with lenient consequences. (Instead of HP and DEF being reduced to one, and the damage output being halved, HP and DEF, or Mana are simply halved, and damage output is unaffected.)
If the roll is a 6, the move one-shots regardless of health, with full or lenient consequences. (DM's choice.)
(D6 for example)
Consequences:
Full consequences - (Strength/Dexterity) HP and DEF related stats are reduced to their smallest possible value, and Damage is halved for the rest of the encounter.
(Intelligence Build) - Mana is completely emptied and the Dudian is immobilized for the rest of the encounter.
(Constitution) The Dudian is simply knocked out for the rest of the encounter. Being woken back up via healing magic reduces it to a far weaker version of the Strength/Dexterity Build.
Lenient Consequences:
(Strength/Dexterity Build) HP and DEF are halved damage output is unaffected.
(Intelligence Build) - Mana is significantly drained, and only low-level spells can be used.
(Constitution Build) - DEF stats are shattered, and Dudian becomes vulnerable to poison or disease-based attacks.
If the move is used while the Dudian is one hit away from death, skip rolling the dice (Aside from constitution build) and assume the highest possible roll has just happened. For Constitution Builds, if used at one hit, it will always absorb 100% of the damage, and get knocked out for the rest of the encounter.
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Posted Feb 26, 2025also the variant thing below was an accident ignore that