Homebrew 4e Races

Post/Author/DateTimePost
#1

Chameleon-X

Mar 08, 2015 21:05:19

This is a work in progress. I'm trying to come up with conversions of all the 4e player races, not including the ones that have already been released. In making these, my priorities were to try to stay as true as possible to the 4th edition version of the race, while updating and/or improving the mechanics where necessary to fit the new rules.

 

Player's Handbook 2 Races

 

Deva

Ability Score Increase: +2 Wisdom, +1 Charisma

Size: Medium

Speed: 30 feet

Astral Majesty: When you begin a combat at full hit points, you gain a +1 bonus to AC and all saving throws until you drop below 50% of your hit point maximum.

Angelic Resistance: You have resistance to Radiant and Necrotic damage.

Immortal Origin: You are considered a Celestial for effects related to creature origin, however your home plane is the Prime Material plane. You do not age.

Memory of a Thousand Lifetimes: When you make a d20 roll and dislike the result, you may roll a 1d6 and add the result to the roll. Once you use this feature, you may not do so again until you take a short or long rest.

Languages: Common, Celestial, choice of one other.

Goliath

Ability Score Increase: +2 Strength, +1 Constitution

Size: Medium

Speed: 30 feet

Mountain's Tenacity: You gain a +1 bonus to Wisdom and Charisma saving throws.

Powerful Athlete: You have advantage on any Athletics check to jump or climb.

Imposing Stature: Though you occupy the same space as a medium creature, you are treated as a large creature for effects related to creature size (such as being grappled). You cannot wield weapons sized for large creatures, and any mount you ride need only be large-sized.

Stone's Endurance: As a bonus action, you may summon up a well of internal strength that allows you to withstand blows with ease. You gain resistance to all damage until the end of your next turn. Once you use this feature, you cannot do so again until you take a short or long rest.

Languages: Common, Giant

 

Shifter

Ability Score Increase: +2 Wisdom

Size: Medium

Speed: 30 feet

Darkvision: You have darkvision out to 60ft.

Keen Senses: You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Shifter's Bane: You are considered a shapeshifter for effects related to creature type. Attackers have advantage against you if they are using silvered weapons, and silver weapons ignores your resistance to bludgeoning, piercing, and slashing damage (if any).

Call of the Wild: You are able to communicate simple ideas to beasts, and you have advantage on all Wisdom (Insight) and Wisdom (Survival) checks related to beasts.

Shifting: You may use a bonus action to unleash the beast within you. You transform into a bestial hybrid form for 1 minute or until you end the effect as a bonus action. The effects of your transformation depend on your subrace (see below). Once you use this feature, you cannot do so again until you finish a short or long rest.

Languages: Common, Sylvan.

Subrace: Choose one of the following options.

 

Longtooth (werewolf)

Ability Score Increase: +1 Strength

Longtooth Shifting: While you are shifting you gain a +2 bonus to damage rolls and you recover hit points equal to you Wisdom modifier at the start of each of your turns. In addition, you gain a bite attack which you can use as an action. This is a melee weapon attack that uses strength for its attack and damage roll, and deals 1d6 piercing damage on a hit. If you hit a creature your size or smaller with this bite attack, it is also grappled.

 

Razorclaw (weretiger)

Ability Score Increase: +1 Dexterity

Razorclaw Shifting: While you are shifting, your speed increases by 10ft, and you have advantage on Dexterity saving throws. In addition, you may make an Unarmed Strike as a bonus action using your claws. Your claws are melee weapons with the Light and Finesse properties, and deal 1d4 Slashing damage on a hit.

 

Shadowfang (wererat)

Ability Score Increase: +1 Dexterity

Shadowfang Shifting: While you are shifting, you have a climb speed of 30 feet. In addition, you can use the dash action as a bonus action, and you have advantage on Dexterity (Stealth) checks.

 

Beasthide (Werebear)

Ability Score Increase: +1 Strength

Beasthide Shifting: While shifting, you have a +1 to AC. You also gain temporary hit points equal to your level + your Constitution modifier (minimum 1).

 

#2

rampant

Mar 08, 2015 21:18:38

It's a lot easier to do these one at a time so it's easier to focus.

 

Deva is pretty nasty to weapon users, and doesn't really have a comprable defense against Save inducing effects. That's not, horrible, but maybe a more moderate defense that is a bit more universal might be better.

 

Goliaths: Proficiency in wis saves is kind of  abig deal, and what happens if you pick a class that gives wisdom saves? You might wanna specify that imposing stature doesn't grant larger weapons, and why  doe stheir ability not protect them from energy damage?

 

Shifters: Seems silly to have it be an encounter power and injury locked. I'd say pick one. Razor claw and longtooth are a bit iffy with the way the ability is locked to melee weapon attacks, and thus the strength and dex scores. Long tooth is especially underwhelming as it doesn't really deal enough damage to be worth while unless you're going for the grab.

#3

Mephi1234

Mar 08, 2015 21:20:29

For the Deva, I would just take the Aasimar from the DMG, and then fit in spells that make sense to replicate the innate abilities.    Like, Memory of a Thousand Lifetimes could just be a free Guidance cantrip.   Pick a level 1 spell that deals with AC for astral majesty, and keep Sunlight.    Its simpler, and fits within the existing style of races already in existance.  

(Reply to #2)

Chameleon-X

rampant wrote:
(Reply to #3)

Chameleon-X

Mephi1234 wrote:
#6

rampant

Mar 08, 2015 22:18:06

Ok I like the new deva but i'd suggest the following tweak: Take out the line about starting at full HP. Just let the ability persist until they hit 1/2 and restore after they complete a rest. Requiring that they start at full HP seems a bit much.

 

Goliath: I like where your head is at but I'm still a bit leery of the Save Bonus, because those kinds of flat boosts are somethign that I think 5e has done well to mostly avoid. What about advantage on wis/cha saves vs. ongoing effects, or maybe advantag ont he first such save in an encounter? 

 

 

For shifters your current models make the fang and claw guys a heck of a lot more impressive than the other two, maybe just go with the 4e boosts and drop the natural weapons? I mean who says they have to be literal? Also the long tooth's dmage bopnus shoudl probably scale with level.

#7

mellored

Mar 09, 2015 8:41:47

Chameleon-X wrote:
#8

arnwolf666

Mar 09, 2015 14:48:02

I have always been fond of Ogres