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Ymgol
A race with a mysterious past who Hail from an apocalyptic desert.
The ymgol are strange. They faceless, eyeless, mouthless beings who watch over a scorching hot desert of unnatural origin.
Ymgol are humanoid, with skin tones ranging from deep dark brown to onyx black. They have an exoskeleton that seems almost unnatural. Their heads are arrowhead shaped with their backside of their heads splitting into two thin horns. As stated above they have no discernable facial features including eyes or mouths. Otherwise they have thin and sleek humanoid features.
Ymgol have a curious story of where they came from. In the past, a few hundred years ago there was a verdant plain and forested region. The rolling hills caught the wind in the grass and the occasional group of trees bored delicious fruits where herding antelope creatures would congregate waiting for the fruits to drop.
This place was a peaceful land, uninhabited by any nation or race but was sometimes traveled by the occasional Nomad.
This beautiful land was to not last, as one morning the sky lit up, and the sky beheld a gigantic meteor that impacted in the center of the land, killing off most life in an instant, and burning the plant life and fields off within a few minutes. The land burned and melted away into an apocalyptic nightmare. To this day the land seems to be forever changed to a corrupted desert land. Once rendered into a desert horrific aberrations began to fill in the gaps left behind from the wildlife. The plants returned but only some, in the form of dry sage colored shrubbery occasionally dotting the landscape, with a stream or river running through with clean, lifeless water. Gone away are the fruit trees, in their place are deep black and blood red twisted things, barely able to be called trees, along with the occasional titanic sized trees that came along with the aberrations that stalk the landscape. They are as hard as stone with giant fungus like canopies in vibrant red yellow and orange. These are just a few of the scarce, alien foliage here.
Lastly, the land is ruled by gigantic monsters, even larger than a tarrasque that inhabit their respective lands, the tops of the snowy mountain range near the center of the desert, the desert itself and the scorching hinterlands, where gas vents spew out intense heat, with some spots hot enough to melt armour. They are the uncontested rulers of this land, and roam and live where they please, only ever bothering to fight the other behemoths for territory, the land itself seeming to buckle and echo their titanic battles for miles. All the territory except the epicenter.
The epicenter is the crater, the original impact point. Here it is both beautiful and deadly. The crater itself is a mile wide, and several deep at its lowest point. It is lined with layers of prismatic rock of all kinds of various colours. The air here feels electrified and exposure for too long in the epicenter region without precautions will end up with most falling dead inexplicably. Those who know of this blasted region would theorize the land never healed due to the meteor still down there. The fiends and aberrations in this region tend to be the most mutated and dangerous the closer one gets to the epicenter.
Despite all of this, the Ymgol do call this land home. They are immune to the savage heat, and do not seemingly need to eat. The dangerous effects of the meteor near the epicenter does not affect them either. They say the first of their kind sprouted from the fleshy plants in the epicenter, the meteor giving them knowledge and sentience. This story has some truth to it, as it would seem like the Ymgol are at least partially fungal or plant like in nature, and something else. Without a mouth they speak by vibrating sinuous strands in their neck that mimics normal speech. How they see is unclear, but do explain they see like any other race with eyes. They breed in a very strange way, similar to starfish they procreate by tearing off a limb and letting it steep in their black ichor and over time it all melds into a new Ymgol. They only do this every once in a while, and the new ymgol retains the memories of their "parent", but not any that predate them. They tend to develop their own personality and take around 5 years to mature to "adulthood".
Ymgol society is semi nomadic in nature. Building strange twisted huts they shelter themselves in, usually holding a few hammocks and vases and other things. They wear clothing somewhat, taken from strange silk weaving creatures endemic to their homeland, wearing baggy trousers and saffron like clothes. They eat food by rotting meat and plant material into a black ichor material and absorb it through their skin. they value water and save it zealously, usually keeping their villages near water sources till they run out, then move and search for new emergent water sources, sometimes lack of water or claims to the same source have been known to cause conflict between tribes. Though they all tend to avoid immediate regions with the Behemoth monsters, while they are small enough to not even be bothersome to them, they avoid being caught in the crossfire from a turf war.
Ymgol have a strange gracefulness to them, they are naturally very dexterous and move with a alien and elegant stride, they perfer to use bows and polearms in combat, useful for dealing with the strange monstrous creatures in their land.
Racial Traits
Ability Score Improvement: +2 to dexterity, +1 to wisdom or constitution.
Age: unknown, around 400 years is the theory
Alignment: neutral of some flavor usually.
Movement: 30 foot land.
Harsh resistance: Ymgol are resistant to fire damage and immune to effects of intense heat
Unnatural flesh: Ymgol have advantage on death saving throws and are able to regrow limbs, which take a month to fully regrow.
Desert elegance: ymgol are always proficient in Acrobatics, and have proficiency in use of bows and polearm weapons. Additionally, pick one weapon with reach, you can use that reach weapon as if it had finesse.

A quick sketch I did of one of them.
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Human (Vaulter Ancestry)
(Also new rules for boltshot weaponry)
The Vaulters are a proud civilization of humans, often having to climb back from the brink many times. They were once a space faring civilization before many setbacks stopped them from finding a permenant home. The only remains of the vaulter people were a crashed colony ship, The Argosy. Repairing the ship would take generations and in that time vaulters survived by living in great underground structures, called vaults, as their name implies.
Vaulters are also industrious, like dwarves they value quality over quantity. Couple that with an inherent mastery over metalworking with titanium and they have some incredible weapons, tools, armor, and their war constructs are nigh unkillable by normal means.
They as a people are stubborn, pragmatic, and hardy. Their vaults being in freezing mountains would make them especially resillient to cold weather than most other humans, and their past aptitude for science and technology helped them escape the world on their repaired colony ship before it would freeze over, and the vaulter people were spared from their demise again, to find their destiny amongst the stars.
Racial Traits
Ability Score Modifier: Humans with a Vaulter Ancestry may take a +2 to either constitution or intelligence, and a +1 to whichever you did not pick between the two options.
Age: Vaulters live longer than normal humans on average, reaching adulthood as normal and living up to 120 years.
Alignment: A human with Vaulter Ancestry normally is lawful, but like all humans can vary.
Vaulter Resistance: vaulters are immune to cold weather effects and take half damage from magical cold damage.
Bolt Weapon Mastery: vaulters have an inherent mastery over creating bolt weaponry, crossbows and their infamous boltshot weaponry. This allows them to modify their weaponry to be better suited for their defensive style of combat. A vaulter can spend at least 8 hours modifying a light crossbow to be a one handed weapon if they are wielding a shield. Additionally, a boltshot Carbine can be wielded with one hand if they are wielding a shield. These weapons are listed below.
Boltshot Weapons
Boltshot Carbine:
Range 120/700
Damage type: Piercing
Damage: 1d6
Ammo: Bolts, Titanium Boltshot Rounds
Price: 240 Gp
Boltshot Rifle
Range: 300/1200
Damage type: Piercing
Damage: 1d10
Ammo type: Bolts, Titanium Boltshot rounds
Special: The additional damage dealt by titanium boltshot rounds is 1d10 instead of 1d6
Price: 500 Gp
Titanium Boltshot Rounds
Price: 100gp/1
When fired from a boltshot weapon, add an additional 1d6 Piercing damage.
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Errata 1: Artosians
While in the past I've made new playable races I've never really changed any of them in a meaningful way
Till now
These will be simple changes to the Artosians, a race listed in this blog deeper down. They're a really intriguing race and I do like the lore, and would recommend you read that below and use these new changes as the official racial traits
Racial Traits
Ability Score Improvement: Artosians are a hardy race, Gaining +2 to constitution, and +1 to any other ability score.
Movement: Land 30ft, Climb 20ft.
Age: Artosians can live up to 240 years, reaching adulthood at 16.
Alignment: Artosians will almost always be lawful of any flavor.
Strength of the Mountain: Artosians gain an additional hit point every time they Gain a level.
Naturally hardy: Artosians are immune to cold damage, and cold weather effects.
Natural Attack: Artosians have a large set of horns, and can make a bludgeoning natural attack dealing 1d6 +str or con. If they make a charge attack the damage is upgraded to 1d8 instead
Artosians are always proficient with blacksmith tools
Spirit of the Mountain: an Artosian can imbue a weapon with energy from the earth. They can without paying a cost make a mundane weapon a magical weapon during the length of a short rest.
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Kadu
Primarily aquatic creatures evolved in a latenly magic Ocean ecosystem.
Kadu are a species of smaller sized aquatic creatures. They have a mix of traits between fish and amphibians, they have a triangular arrowhead shaped heads very similar to the Diplocaulus. They have crocodilian scales and scutes along their bodies with a very unique set of adaptations. Firstly, they have a set of gills and lungs for both terrestrial and aquatic life. Their slender bodies are called "bendy" and flexible, they have a longer pair of hind legs but still hunch forward a bit from a better grasp on aquatic life. Running from their shoulders to the base of their tail is a pair of "wings" used by the Kadu to expertly glide through the waters, along with their tails ending with a long tail fin that can be folded down when not in the water. This fin setup can be folded into their sides, but when opened they can even be used to have a weak glide ability, jumping out of the water like flying fish they can glide for a few moments to get to safety.
The oceanscape that the kadu people come from is latently magical in nature, the land itself was once an ancient site of a powerful, long lost civilization that had mastery over rune magic. Even today in the ruins overtaken by kelp forests and sometimes coral reefs the magical energies emanate from ancient rock. This had an adverse effect on the Kadu, some believing that the Kadu are a result of the magical runoff. This have given the kadu a natural rune energy in their bodies,
Their culture is very calm and collected, their species come from a startlingly dangerous part of the ocean. It's shallow seas are home to green magic waters filled with sea grass, kelp and other aquatic flora, that hide dire rune sharks, warm water leopard seals and predatory sea reptiles, like a smaller species of mosasaur and fully aquatic crocodiles living near the shores. None are as dangerous as the Titan guillotine fish though, an ancient species of fish with a head covered in stony rune covered plates going about halfway down its back, it's Mouth has no teeth, only an extension of its skull in a blade like slicing jaws that give its name the guillotine fish. They grow up to 30 feet long and are largest of the predators that live on the seas. All of these posses a very real danger to the Kadu people, and because of that they've learned to become very calm and keep their cool around Larger creatures, giving them the ability to make better decisions when presented with danger.
Racial Traits
Kadu have a racial bonus of +2 to Agility and +1 to wisdom
Kadu have a land speed of 15ft on land, and 30 feet swimming speed.
Kadu are small
Kadu speak Aquan and Common
Aquatic Glide: If a Kadu is wearing light or no armor, they may have their wings unfurled, giving them 10 feet of bonus movement speed, and advantage on Acrobatics checks when in the water. Additionally they may make an Acrobatics or Athletics check to leap from the water, they may glide twice as far as they fall. If a Kadu glides and lands in the water they do not take any fall damage, and if they land on ground they take 1/4 of the damage.
Kadu can breathe underwater
Runic influence: Kadu have an innate connection to the runic seas, with glowing runes even naturally forming on their bodies. A kadu may use a detect magic, mage armor, or Longstrider once per short or long rest. This ability gains an additional use at levels 5, 10, 15 and 20.
Kadu add double their proficiency bonus to resist being intimidated
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The Not So Triumphant Return Of This Blog
AnFari
Anfari are a species of sentient lemur like creatures that evolved from a very strange land.
Anfari are about 4 to feet tall at most but many never stand that tall as they have a slight hunch, or squat low. They have an appearance of a Ringtail Lemurs, though they are not specifically beholden to that coloration, and can have fur swatches of many varied colors. They are ambidextrous with both their hands and feet, and are incredible tree climbers. They are Vegetarians and get much of their sustenance from fruits and berries found on the harsh ground.
They hail from a land that as an enviroment is very odd, and just as harsh. It can only be described as "polar savanna with occasional molten rock flows". It is a place where the trees are scant and the nights can get cold, and winters have heavy blizzards that sweep unfettered across the Northern savanna plains. In the long grass predators lurk, stalking the herding mammals that travel across the land. The land itself is Jagged and pointed rocks jut awkwardly from the earth. Lastly, the land is inherently volcanic, and while many mountains separate savannahs from one another, many of the mountain ranges house at least one volcano. Otherwise ponds and small pits of lava are common, and sometimes magma will flow from the mountains, burning a path through the snow and reaching the savanna, causing grass fires.
Though the Anfari live in a truly inhospitable place, it was key to their evolution. While the occasional Grove of acacia tree, the focal point of Anfari success comes from the Mōk Du trees, a giant species of baobob tree also native to the land. Some reaching up to the clouds they can be seen from miles away. With fire resistant bark, they are a safe haven for the Anfari, and the only place they call home. They learned the secrets of fire from the pits of lava and discovered Agricultural ideas from the jackalberry trees and fruits grown from the Mōk Du trees. The trees grow unfathomably slow, and therefore aren't grown for food, but sprouting trees do exist. Otherwise entire villages are housed on the branches, sides and tops of the Mōk Du trees, with newer trees growing as a sign of the predecessors leaving behind a legacy for the next generations.
Anfari Society is simple, though they learned the secrets of smithing from dwarfs and the common language from humans, they taught themselves magic, and only tend to stick towards one type of magic, Necromancy. To them, necromancy isn't about raising the dead. To them, it is a way of giving last goodbyes and helping in times of need. The Anfari believe the soul of one can re enter their body if a skilled mage can lead them back into their body for a time. Necromancers are seen more as shepherd than mage, and make sure that once their called task is completed they are laid to rest peacefully, while some even ask to not be resurrected before leaving.
In battle they are very nimble, and tend to avoid direct conflict, aiming for either ranged combat or to fight on their terms. They use Sickles primarily as melee weapons, and sometimes are seen wearing metal breastplates but generally favor light armor.
Stats
Ability Score
+2 Dex, +1 wisdom or intelligence
Size
Medium
Movement
30 land, 30 climb
Arboreal
Advantage on all Acrobatics checks
Prehensile Tail
Anfari have a prehensile tail that can hold any small object, and may wield small weapons. This does not add any extra attacks beyond the normal amount of attacks a creature would have from wielding two weapons. The tail can be used to hang from surfaces, aid in climbing, and any other action that requires 1 arm.
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Hiiomonite
Small insectoid creatures that oftentimes have clashes with goblins and kobolds and other ruin dwelling creatures.
Hiiomonite appear as 3 to 4 foot tall upright insects. They have long arms with three fingered hands. They have diamond shaped heads with armored plates that allow them to retract their heads down, giving them added armor. They have a mix of jaw and mandible, with clawed mandibles and a lower toothy jaw that work in unison. Their legs are digitgrade and they have a hardy carapace that protects them from heavier hits and falling. They are fast and proficient diggers. They have 4 eyes, one pair on each side of their heads, and small antennae. Their exoskeleton is usually a flat green, but vary between blue, red, purple and sometimes iridescent colorations. Their non armored "skin" is usually a grey beige.
Hiiomonite have a strange history. They were once a race like many eusocial hive insects. They were almost exclusively males, each lead by a singular female queen, usually called Primes, and ruled the hives with an iron fist. They controlled the male Hiiomonite with a poweful mental influence, able to more or less mind control them with varied and terrifying efficiency. But that was in the past.
As the story goes, at some point, the queens were defied, as the result of mutation, or forced evolution, the actual process has been lost to the ages, but the result, was that the hiiomonite drones that were traditionally male, were now being born female, able to breed with the drones, and they appeared almost exactly the same as them too.
With the inclusion of female drones eventually the psychic hive mind began to weaken on the hiiomonite drones, and they rebelled against the queens, leading to a great Civil War between the two. Eventually the last queen was killed, at great cost to the species numbers, but they had gained personal freedom, and individualism, something thay they had never had before. It was a rough transition, but they managed to progress technologically much faster. Today, hiiomonite have many similarities to goblins and kobolds, though they work in coordinated attack groups and try to play to their strengths. Though there are no queens left, rumor has it that a surviving colossal insectoid queen may exist in the deepest reaches of the world's cave systems. Deeper than even the underdark, where they hide from their former vassals, biding their time.
Racial Traits
Ability Score Improvement: +2 dexterity, +1 wis, and a -1 to constitution l.
Age: The average lifespan of hiiomonite tends around 70 to 120 years.
Size: Small
Alignment: hiiomonite tend towards chaotic, though having individuality for several hundred years, they still have issues with decisions and laws.
Speed: 30ft land 15ft burrow
Language: Hiiomonite speak Vyx, their native language of clicks and vibrations. They also start speaking common.
Armored carapace: Hiiomonite have a natural armor class of 12 plus their dexterity.
Hiiomonite sprint: Once per short or long rest, a Hiiomonite may double their base movement speed for one turn. (Additonal movement is not doubled)
Tunnel Breath: Hiiomonite can hold their breath while burrowing or underwater for up to an hour.
Darkvision: 60ft
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Shifitng Warriors of Bad'kai
This week is a fighter subclass I made a while ago, and am giving some backstory to the class feature.
The desert sands of Bad'kai are harsh for the travellers that brave the land. The land is dangerous, water is sparse, and those that call it home have become just as harsh.
The locals of this land are almost exclusively human, most other races decidedly staying away. Called the Hali people, they are nomadic tribesmen who travel from point to point. There are 7 different tribes, and 17 different points that each tribe stops at. They are spaced enough on the same cadence that each point is left to replenish before a tribe settles there for a time, and then moves on, riding on the sand on their skiffs towards the desert sun.
The most remarkable aspect of the Hali tribes is their ability to transform into creatures, despite no druids or otherwise magical abilities. The tribesmen use this ability to survive the desert, and defend themselves from attackers. For a price, they can teach a fighter these ways.
The type of creature they can transform into isn’t as flexible as a druids ability. For the Shifting warriors, they choose a creature and form a personal bond, but can transform into that one creature. The more experienced, the better they get at changing their form into larger and more powerful creatures, though each one takes a lot of time to learn.
Shifting Warrior
3: At 3rd level a fighter can choose Change Warrior. They are allowed to have a limited wildhape into one small or medium creature of their choice. They can only pick one creature. The changed character adopts the movement, attacks (but not number of attacks), special abilities, and armor class of their chosen creature. (They retain hit points, and ability score of the original character) There is no timed limit as to how long the shifting warrior can be their creature. A shifting warrior can change their chosen creature but must spend a week without changing into said creature and must pass a dc 14 handle animal check to bond with a new species. If you are knocked unconscious you do not transfrom back to your original form until you are able to physically.
7. All natural attacks are counting as magical. Furthermore add +2 to natural armor when transformed.
10. If a shifting warrior wishes to change their creature they can now choose large or tiny creatures.
15. Gain advantage on handle animal checks. Gain +2 to strength or dexterity when transformed.
18. Can change their creature to any creature up to gargantuan in size.
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A Choir of Weapons Verse 2
Another set of weapons, this time I have some foresight and time to get more than a dismal 4 weapons in.
Daikemi Windblade: A relic blade from another world called Daikem. The windblade looks like a Dao sword, inscribed with golden wind art all along the sides. The windblade feels almost weightless, and perfectly balanced for every user. They say the wielder of this weapon can control the winds and are much lighter on their feet, giving them the perfect footing.
Stats:
One handed
damage: 1d8 slashing
Light
When the wielder of this weapon makes a successful melee hit with this weapon, after resolving the damage the user may immediately move up to 15 feet, but must be within 5 feet of the target they hit when ending. Additionally, as a free action the wielder may attempt to shove a target they hit in the opposite direction of them after moving if they chose to. Moving when from this weapons ability does not trigger attack of opportunity.
Traitors Hate: A weapon that radiates evil, a dagger made of an intense red colored crystal, making it look like fragile glass, yet this weapon is anything but. While being a dagger, it looks more like a wicked sharp shard of crystal glass. This weapon makes the user feel uneasy, and those who hold it know that terrible things were done with this weapon. Its origins are unknown, but seems to always find its way to the right hands.
Stats:
light, this weapon does no damage. Instead, the user may stab an allied, but unsuspecting sentient creature. This immediately kills the allied creature if the weapon hits. Then, the wielder involuntarily stabs themself with the weapon, immediately killing them too. Then, their turn ends, and both characters transform into one ascended being, with near godlike powers. The initiative order starts back at the top of initiative with the ascended, and also have an additional turn when the turn for the creature that used traitors hate would be. If two player characters are one ascended, they each get a turn. Each form is different depending on the alignment and race. The ascended’s ability Score is equal to the combined total of both creatures individual scores, then doubled, along with proficiency bonus and skills. They have any weapon(s) they choose, and can cast any spell from the list of spells they would have had access to as if they were level 20. The ascended lasts only 1 minute, or until combat is ended, and then they cease to exist. Characters affected in this way are permanently killed, and cannot for any reason be resurrected or revived. After the Ascended dies, traitors hate disappears.
Scythe: The simple scythe is a tool turned weapon. Oftentime used by the angry peasantry and farmers in times of crisis, a scythe when used by trained warrior is a dangerous and terrifying implement.
Stats:
Two handed
Reach
Damage: 2d4 slashing
Harvestman: The Harvestman is the scythe made for war. Oftentimes used by cavalry regiments, holding their harvestmen high to instill fear. This weapon is much heavier, and while retaining the shape of the scythe, the handle is made with heavy metals to give it a better swing. The blade is also wicked sharp, and easily rends flesh.
Stats:
Two handed
Heavy
Reach
Damage: 2d6 slashing
Counts as a polearm.
Boltshot Rifle: A masterfully crafted bolt throwing weapon. It resembles a cross between a vertical crossbow and gun. The whole weapon is more less made from titanium, including the draw strings. This also makes it incredibly expensive and rare, only the most skilled of smiths and weapon crafters can make this weapon. When firing, it launches a solid metal bolt faster than any crossbow, and more accurately than any bow. The titanium drawstring makes this weapon punch through metal and flesh like it was a musket, making it one of if not the de facto most powerful of ranged weapons.
Stats:
Two handed
Heavy
Range: 600/1500
Damage: 2d8 piercing
Titanium Bolts: If used in a Boltshot Rifle punch through all non natural armor, and hit targets on their natural armor class.
Price: Rifle- 10,000 gp and only specific smiths can make it. Titanium bolts are 500gp each.
Dundors Immolating Fists: A peculiar pair of weapons. These are runic gauntlets that are permanently imbued with fire that build up heat before releasing in a torrent of flame. Dundor was a Dwarven Runesmith who’s last creation were these gauntlets, coincidentally, he died in a fire.
Stats:
Magical item
Light
Damage: 1d4 fire damage.
Special: This weapon pair adds +1 to the users AC if both are equipped.
If both are equipped in each hand, the user gains enhanced abilities. The weapons become 1d6 fire damage, and the range of the weapon is now 15 feet. If a creature makes 4 successful attacks with these weapons, they may shoot a 20 foot cone of fire out on their next attack. All creatures caught in it must make a dc 14 dexterity saving throw or take 2d6 fire damage.
The Gatornade: Developed by a motley crew of lizardmen, the gatornade is some kind of pocket dimension, or delayed summon. It is a small hollow clay pot about the size of a grapefruit that when thrown breaks and explodes into multiple angry alligators that immediately attack the closest unfortunate soul. After the gators are done disemboweling their victim they usually just leave to find water.
Stats:
Thrown weapon: 30ft
Special: This weapon does one damage on impact, but otherwise when used, explodes into 3d4 alligators filling all available spaces closest to the origin. They immediately make a free attack on the closest creature, then have their initiative go at the bottom of the order. (use the crocodile stats for this creature). The Alligators are not allied with any creature and otherwise behave like any other alligator would.
Greathammer: 5e doesn’t have a greathammer, which I find odd, its nothing special, more or less like any great weapon, the greathammer is more adept at crushing armor with its heft and able to knock foes down with especially hard hits.
Stats:
Two handed weapon
Heavy
Damage: 1d12 Bludgeoning
Against a target wearing medium or heavy armor this weapon does 2d6 damage instead.
Dragonbreaker Lance: A frankly ridiculous lance, made of pure iron it is outrageously heavy. This is a weapon that not only is unwieldy to use anywhere but mounted, but is meant solely for near suicidal charges into large monsters that if hitting in the right spot will punch through even the toughest of armor, sundering bone and splitting limbs. Oftentimes used by disgraced knights in vain attempts to regain their lost valor, they are oftentimes found in the lairs of great beasts or old battle sites.
Stats:
Type: Two handed Melee
Damage: 3d4 slashing
Reach
Heavy
This weapon has a permanent disadvantage when using it whilst on foot, when attacking a creature of size huge or larger, this weapon does double damage. If riding the weapon can be held in one hand.
Gozen’s Bow: A bow that was used by a famous samurai named Gozen, this bow is magically imbued, and while the secret to how it is made is known by select few, Gozen’s bow is the original. In battle, Gozen was never a frontline fighter, in fact, as the legend goes, Gozen was a terrible warrior, but wanted to be a samurai, and while samurai were mostly trained in sword and glaive combat, most had some skill with the bow. Gozen wanted to be in the pitch of combat but was unreliable, and thus was on the brink of failing his life’s goal, until he made a bow from ancient aspen trees that lined a the summit of their mountainside fort. The trek was perilous, and he nearly died. For a year he spent perfecting the form of the bow. It is said atop the mountain the flow of magic was more free, and his bow was gifted with the ability to help his allies, securing his place as a unique and powerful warrior on the frontlines.
Stats
Bow
Two Handed
Heavy
Damage: 3
Range: 30/40
Special: This weapon does not use normal arrows, instead it has 3 charges. On a successful hit, a target is marked. A target can only have one mark on it. When another creature attacks a marked target with a non magical attack, they add an additional 1d10 to their damage rolls. The Creature that put the mark on a target never gets this bonus. Other forms of this weapon have varied forms of additional damage, one that is an attempt to recreate it might add 1d6 instead of 1d10, etc.
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A Choir of Weapons Verse 1
Here’s a dump of a few weapons I’ve made over the years, usually leading to exciting things
Sword of the Progenitor Martyr: An ordinary sword that is sharpened using the bones of a long dead martyr, and anointed in blood of a sacrificed sentient. The bloodied sword is placed upon an altar of the Lost God, who’s name is lost to the ages. If the Lost God is willing, they will imbue great power upon this weapon.
Damage: 4d6
Type: One Handed Slashing
Special: All damage dealt with this weapon is doubled. When wielded, all damage dealt to the wielder is lethal, and always doing exact damage to drop the wielder of this weapon to 0 hit points.
Finesse
Pan Chucks: an odd weapon, to be sure, but wielded by the right warrior can be a lethal weapon. Pan chucks are a pair of cast iron cooking pans chained together like a pair of Nunchucks.
Damage: 1d8 Bludgeoning
Type: One Handed
Special: When making an attack with this weapon, on a successful hit you may make a second attack with this weapon that deals 1d6 damage. Rolliny a critical 1 roll with this weapon does a normal strike against the wielder. If the wielder does not have another open hand this weapon has disadvantage until they have an open hand.
Symbiotic Tentacle: A tentacle that is a symbiotic creature that becomes one with the wielder. This is an unnerving weapon that is just as usable as their arm. The tentacle becoming an extension of their person. How this comes about involves communing with the old ones underneath the lightless moon.
Damage: 1d6 Bludgeoning
Type: One Handed
Special: Reach 10ft
This weapon is always readied, and can retract around the users arm. The user is always counted as being armed. When using this weapon, the user gains advantage on grapple checks against medium or smaller creatures.
Finesse.
Deck Sweeper: A gun designed around the idea of more gun. What is basically 12 guns slaved to one trigger with two fire modes, single shot, or sweeping shot. Sweeping Shot is firing all barrels at, and can often times throws the firer from their feet.
Range: 45 Feet
Special: As a free action you can switch the firing type of this weapon. Single shot is as advertised, sweeping shot fires all barrels at once. In a 30 foot cone up to 4 target creatures take 3 shots each. Each shot deals 2d6 damage, and confers a -2 to the attack roll of the firing creature. All 3 shots add up to -6 per creature, the shooting creature rolls one attack per creature and also firing sweeping shot is always at disadvantage. Once all shots are resolved the firing creature must make a dc 15 dexterity saving throw or be knocked prone
Reloading 2 barrels is an action, and can reload a max of 4 barrels per turn. This cannot be changed by feats.
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Fomorians (Endless Legend)
The race this post are from another piece of media. They are called Fomorians, from the Endless series of video games. Namely Endless legend. The rights of the images and concepts belong to Amplitude Studios. The 4x games they make are great and have a lot of stunning art.
Fomorians are a biomechanical race of creatures that gave a penchant for a seafaring life. Fomorians also are known for being pirates and hosting great feasts, despite being mostly mechanical in nature.
Fomorians are somewhat quadrupeds, and also bipeds. They have metal bodies, long forelimbs and digitgrade legs. They have a fleshy muscle like aspect to their bodies, allowing them to have a natural movement. Their heads are rectangualr boxes with perfectly circular “eyes” and mouths that are more mechanical than organic. They have long, flexible necks that help them easily switch between walking on all fours or standing straight up. Lastly, Fomorians have retractable prehensile tentacle like adornments on their back that allow them to manipulate multiple objects or hold themselves up on a ceiling just to name a few applications.
Fomorians also have a “Female” gender, while the common fomorians that are usually seen dont have an actual gender of any kind, there is another type of small spherical constructs, techno organic in nature like the ones they create. These have some unknown ability to create more Fomorians. The nature of how they are created is a closely guarded secret. These small constructs are also adept at building their structures and ships they use.
Fomorians have a love of sailing the seas and exploring the world. They make multiple types of ships. Some that are catamarans that sail on long journeys while others are thin needle like ships that when catching the wind cut through the sea like a blade. They are easily the greatest seafaring race in the world, and many other factions and nations hire them as mercenaries, privateers and shipwrights, or selling their other expertly crafted ships to the highest buyer.
Fomorians live on artificial seatowers that jut from the sea like giant monoliths. This is where they are most dangerous, as the fomorians hold the secret to weather and tidal control. They can manipulate the surroundings around these giant seatowers, making the ocean perfectly calm or violently thrashing the seas to keep intruders away. The same goes for the weather, they manipulate the clouds and air pressure that can conjure storms and winds and even tornadoes on occasion. The one charged with controlling the weather is different from the one who controls the sea, called the tidelord. The former is called the cloud seer, and when they don’t have a need for conjuring storms, they make beautiful formations of clouds above the tower, like their own personal version of art.
Fomorians are a very common sight near the seas, and are easily the greatest seafarers you can find.
Racial Traits
Ability Score Improvement: +2 Dex, +1 wisdom
Age: Fomorians live endlessly. They don’t technically age but after a couple hundred years the either the technological or organic parts will begin to fall apart and if they cannot or choose not to fix themselves they will eventually die.
Alignment: Fomorians tend towards neutral of all kinds.
Movement: 30 foot land, 30 foot climb
Mixed movement: Fomorians are able to change between four and two legged movement. To do so, a must use a free action, and loses the ability to hold objects in their hands, but gain a +10 to movement speed, and +2 to acrobatics and athletics.
Techno Organic: Fomorians have no need to breath air, and are immune to fumes and smoke, but are not immune to poisons.
Seafarer: Fomorians are born seafarers and thus have double proficiency on checks to sail, navigate or operate ships of any kind.
Mechanical Tendrils: A set if mechanical tendrils can be used to hold and manipulate objects as if the fomorian had another pair of arms. These tendrils cannot use weapons can be used to hang from walls and ceilings.
Image credit to Thomas Du Crest

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Blossom Kin
I love the idea of plant races. There should be more of them. So anyways, here’s another.
Blossom Kin are a race of plantoid creatures that unlike dryads, tree folk, and elves, these are some spiteful, aggressive plants. They are a warrior race if there ever was one, and tend towards melee combat.
Blossom Kin look like most other dryad/treefolk. They have bark skin, leaves as an analogue to hair. They have no mouths, due to not needing to eat food, and have yellow eyes. Some have manes of leaves on their back and neck. If they were based off of any one tree though, it would be the cherry blossom tree. Their leaves are a pink, red and white hue with their bark skin being a washed white color. Though their most striking difference is having duplex arms, allowing them to use weapons much larger than normal.
Blossom Kin society is traditional, and very militaristic. They are situated in the highest concentration in the far north. They live in groves in the valleys between snow capped mountains. These hidden groves are fairly temperate, a stark contrast to otherwise dangerous frozen landscape. Here the Blossom Kin live quietly, defending against the monsters that invade their lands. The biggest offenders are giants, or Jotnar as southerners call them. They invade the blossom tree forests only to meet the — in battle. Their location in the world is most likely responsible for their warrior nature.
The Blossom Kin were originally contacted by three different factions, supposedly. The first were a nomadic tribe of Orcs that had entered the lands after being expelled from a southern kingdom, forcing them farther and farther north. The Blossom Kin were caught off guard and the Blossom Kin, in fear reacted violently, killing them all.
The second were a band of glory searching northmen who were searching for giants to fight in the glory of their gods. As the story goes, they tracked a giant who had wandered into a valley, hidden by the frozen wastes. A lush valley with orange birches, sakura trees and a criss crossing streams. The Northmen attacked the giant, and not long into the fight the party was aided seemingly by the Forest itself, as both parties worked to defeat the giant. After the fight the two made peace, but after a short while the Northmen left, no one believing the story.
Lastly, was a band of samurai from the south east. Given visions of a tranquil Grove in the frozen lands, a seer led a battalion of warriors to find this place. Eventually their vision was proven true, though they were not expecting the Blossom Kin. The Seer also made peace with them, though instead of leaving, they promptly formed a warrior’s pact, forming a bond between the two civilizations.
To this day, Blossom Kin tend to travel south more and more frequently. Whether to prove their martial prowess, or honour the pact and provide mutual protection, Blossom Kin are more frequently seen these days.
Racial Traits
Ability Score: +2 Strength, +1 Constitution
Movement: 30ft Land
Age: Blossom Kin Can live upwards of 1500 years, possibly more.
Language: Common, and Blossom Kin
Alignment: Blossom Kin are oftentimes neutral, or lawful neutral.
Natural Armor: Blossom Kin have a tough bark skin. They have a natural armor of 12.
Four Arms: This creature has 4 arms that it can use at any given time. A creature with more than two arms does not get any more attacks than a creature with two arms, but if it is holding a weapon in each hand, can choose which weapon(s) to attack with. The feat two weapon fighting applies to using the lower two arms if a creature is quad wielding weapons. If a creature with four arms is using a versatile weapon in one pair of arms it counts for the higher damage. when a creature with four arms holds a great weapon in one pair of arms, and another weapon(s) are held in other arms, it can only make attacks as if it only had the great weapon, or the opposite. A creature with four arms gains +2 to grapple checks, and also may hold weapons one size category larger than it with all four arms without any penalty.
Photosynthetic: This creature is photosynthetic and must be in sunlight for at least an hour minimum every three days or face starvation, otherwise it does not consume rations.
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Makor
Creatures that live on Cliffsides, using their high dexterity and incredible speed to their advantage.
Makor, are a race most well known for their speed and agility. Makor have long, digitgrade legs that end in singular points, lacking any feet. They average six feet tall when standing upright, though their frames lend them to be hunched over in a naturally squar position.
Makor do not bear any resemblance to any one creature. They have thin, lanky arms and aforementioned legs, their torsos are small, and like the rest of their body are thin to a very high degree, giving them a fragile, somewhat malnourished look. Their heads are what makes them odd. The top is a flat armor plate roughly diamond shaped. On each side of their head is a pair of eyes, having 4 in total. Their eyes have no pupils, instead have a faint blue glow. Their blade like head is on a neck that can fold into their bodies to make them anchor in place when running fast. They have no mouths, because they don’t eat food normally. They are somehow, photosynthetic, and consume sunlight for sustenance. The diamond on their head works in part for armor on their head, is also a hyper efficient mechanism for feeding off the sunlight, though they still need to drink water, which is absorbed through the skin. Their skin tones range from a mottled slate and grey, to drab greens and blues and sometimes dark red.
Makor live along Cliffsides. They make circular structures built right into the side of the cliffs. Since they have no need to farm, they rarely need to come down from the cliffs. With their pointed legs they used they can easily jump and walk along sheer cliffs that most other races would need equipment to even try to climb. They’re buildings are made partially with magic, aiding in the process. Their buildings usually follow a pattern, being a pillbox circular shape, only half of the circle is exposed, the other half bored into the Cliffside. Each structure is connected by wood and sometimes stone connecting bridges. Each town has a central plaza, a big central open platform that the village social and cultural activities.
Makor have a deep reverence for the sun, it is not only their life blood, but as they believe the source of all life, which is a correct assumption. Every morning at dawn every Makor will stand atop theor houses and kneel before the sun to pay respects and also get the energy they need for the day.
Due to not needing to farm, a lot of their time is spent in learning a trade. Most learn magic or stonework. They learn to etch intricate runes and artwork. Each member of society has some degree of freedom of what they want to do, not needing conventional food has given them a very laid back lifestyle due to this.
Makor villas and towns appear anywhere where a lot of vertical terrain might be. Along the ocean in the east where the greatest concentration exist, where they live along and atop the giant stone spires with twisting helical cities going all the way up to the top, though they never touch the bottom as a basic natural defense barrier. Some deciding to live alongside spires out in the ocean. They have a tentative relationship with the local humans, trading their secrets of stonework with the orders of samurai that exist in return for learning some of the secrets of their sword fighting technique.
In combat and in life they are fast. Using their speed they make hit and run attacks using shortblades and ranged weapons. If a fight isn’t going their way, they can often just outrun and outpace their foe until they are safe.
Racial Traits
Ability Score Improvement: +3 Dexterity, -2 constitution
Movement: 50ft Land Speed, 25ft climb.
Age: Makor generally live around 300 years.
Alignment: Makor are generally good and if not, lawful.
Photosynthetic: A Makor needs to be in sunlight to stay alive, but can go without for 5 days before they begin to experience starvation.
Expert Climber: Acrobatics is always a proficient skill
Fragile: Makor can only have a maximum hit point bonus per level up of +1 from their constitution score.
Running Strike: Once per short or long rest a Makor may make an attack at any point during their movement, and once the attack is resolved may continue moving the rest of their available speed.
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Ivrids
Strange half metal half beings that seemed to be at least in part, created from large urbanized cities.
Ivrids are a very strange race, and quite unsettling. They are Sinuous fleshy parts that are animated chunks of metal to give them structure. Their secret is their ability to create and secrete a bear black, cobalt colored metal. They consume most of anything they can absorb, and take the smallest bits of matter and reshape it into a metal like substance that they mold into gauntlets, chest pieces, leg armor, and metal heads that look like assorted hedrons, most wedge shaped. Their organic matter looks like a mass of worms but is actually one creature, it is a mass of sinew like strands that give the exposed parts a fleshy, skinned look to them. They have long forelimbs that allow them to walk on all fours, but often in the presence of non Ivrids they walk on two legs.
In terms of what they are, no one, not even the Ivrids really know. Its speculated that such a high concentration of magic in an urbanized area has affected some creature in a way to make a new lifeform.
Ivrids often times live in the darker parts of cities, in the under dark, and in sewers. They do not take to sunlight that well, and otherwise tend to stay out of sight. They do sometimes come out at night to steal food, and metals. They are strictly herbivores, and cannot absorb meat, though they can process other types of matter like wood and metal and stone, but they will find no sustenance from it.
In terms of culture they have little, most Ivrids tend to live alone, but won’t turn down the idea of working together. They are expert climbers and will at times convene on the roofs of buildings, speaking native language of blurbs and reverberations. These congregations they plan or feud and generally figure out solutions to problems within their community. They tend to verbally solve issues, instead of violently, and in times when leadership is needed, will form a triumvirate. A triumvirate is when three Ivrids form into one creature, through some unknown process they link minds, becoming significantly more powerful, able to take on more problems and have heightened mental abilities. When the time comes, a triumvirate will eventually separate and the individuals will go their separate ways.
They tend to avoid combat if they dont have a sure advantage, preferring to hide in the dark or under the water. While most are mediocre swimmers, some have adapted to life in the water, though all Ivrids have the ability to breathe underwater. Often times if they become a nuisance to the city folk above they may send in patrols to deal with them. Some Ivrids have in the past worked together to fight off the interlopers, but oftentimes they go and hide deeper into tunnels and catacombs.
Most people are either unaware of or have a disdain for Ivrids, thinking them a nuisance or threat. Most non city folk have less to think, though their visage is still offputting to most.
Ivrid Adventurers are generally borne from them being cast out from society, or wanderlust. Others seek treasures or find their species origins.
Racial Traits
Ability Score Improvement: Ivrids have a +2 to dexterity, +1 to constitution, and a -1 to charisma.
Age: Ivrids can live generally around 700 to 800 years. Supposedly.
Alignment: Ivrids tend towards chaotic neutral, and chaotic good. Some may be lawful and neutral evil.
Languages: Ivrids begin only knowing their base language, Ivrid.
Movement: 30ft land, 20ft climb.
Melded Armor Adaptation: If an Ivrid wears any armor for a period of time equal to a short rest, it is counted now as natural armor. They may remove the armor but if removed it is destroyed.
Water breathing: All Ivrids have the ability to breathe underwater.
Ivrid Consumption: Ivrids can consume every non poisonous, acidic, or otherwise dangerous material or item. This counts as them eating rations. Every 10 small items consumed adds an additional +1 natural armor class to a max of +3. When reduced to 0 hit points, they lose the armor bonus and must consume more objects to regain this bonus.
Variant Race: Aquatic Ivrid
Ivrids that have been borne with an aquatic adaptation. They maintain their general shape, but their limbs are twisted and transformed to better allow them to live purely in the water. Some look like normal Ivrids, some look closer to masses of sinuous limbs.
Movement: replace movement characteristic with 15ft land, 30ft swim.
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Luru
Everybody loves the Luru, well, most do. They, like the Castorans, are a race of uplifted creatures. Though the Luru are uplifted Red Pandas.
The origins of the Luru are nebulous, though they originally lived with their own *relatively* advanced race living on a group of large islands. They never were contacted by any race until recently, and they never had war or conflict of any major kind. They had no standing army or millitary. When contacted they were nervous but eventually were led to learn of the outsiders. Their civilization was fairly advanced. With little access to metal they turned to magic and expertly crafted stone tools to make a large stone sprawl of buildings. They also have villas on other islands where a few groups of Luru will live in relative isolation.
The Luru, being derived from red pandas, are expert climbers, being arboreal creatures they covered most of their cities and buildings with trees and roots, making it very hard to see from above. The villas are a central building housing all the rooms and chambers, encircling a central plaza and some auxiliary buildings and some berry farms. Here the Luru live more amongst nature. The City they have, their center of culture, is named Ampara. Ampara is still considered the center of their race even now that they’ve spread across the world nowadays.
In today’s world, the Luru can be found in small villages and villas like their homeland. They tend to stay away from larger urban places, preferring trees and forestry.
Luru generally arent the greatest at combat, they tend to avoid it if possible. If unavoidable, they tend to keep their distance with ranged or magical attacks and the ability to squeeze into holes and places to run.
Racial Traits
Ability Score: +2 Cha, +1 Dex
Size: small
Movement: 30 ft. Land, 30 ft. Climb.
Age: Luru live around 140 years old.
Alignment: Luru tend towards good.
Arboreal: being expert climbers, Luru are always proficient with acrobatics.
Ethereal Aura: Luru have some sort of natural defense towards magic, either as a side effect or adaptation. Whatever the case, Luru gain a bonus versus magical attacks of all kinds equal to their proficiency bonus.
Favored Terrain: Forest; Luru have favored terrain for forest like the ranger class ability
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Lithids
A race of slow moving, immortal rock beings that live near and worship volcanoes.
Lithids are an unusual race to be sure. They are humanoid proportioned “creatures”. They are made purely of rock and stone, have wedge shaped heads and jagged bodies. Some walk on all fours, others are upright. They are quite varied. Though all lithids have a small core in their chest of magma, like a lifeblood or their heart. If they die, they fall to pieces completely, leaving behind a mess of rocks. This is not the end though. Like a Phoenix if their dead core contacts magma, lava or is heated enough, they come back to life, all they need afterwards is to take some magma, or earth nearby and they will be reborn.
Their race lives in a far off subcontinent, along with other species on the continent that makes it not only hard to traverse, but the more nuanced parts of their lives are mystery, and only really they know.
What is known is that they live in a large volcanic region in the center of the land, much of it is jungles and thickets, thanks in no part to the myotan empire that dominates most of the lush lowlands. The Lithid tribes seem to have no animosity towards each other, though the possible interactions between a race of plants and immortal rocks are tentative, and tend to keep to themselves.
Their society is some sort of utopian socialism. Each Lithid acting in part for the whole. They have progressed very slowly technologically, for they have had little need for technology, instead using magic to accomplish most of their needs. Namely using heat to melt stone at a precise temperature, being able to use the magma to forge assorted weaponry and tools from stone. They do trade with the Mytoans, selling stone weapons for fibrous strands, ropes, and other plant based materials.
They have no standing army, and are generally nomadic, in they travel from volcano to volcano. They are led by a stone lord, who takes them to new lands, eventually finding a new volcano to live under. Some splitting from the tribe to find their own way. Eventually they will find their way to a volcano once more and take its lifeblood. Often these are the ones that become adventurers. Integrating into common society. The race as a whole is led the Magma King, who is a Lithid of incredible power, and holds solely the knowlege of how to terraform a volcano. The process involves the magma king using their power to sacrifice their magma core, truly dieing, but energy released creates a new volcano. Once this is done, the volcano is named after them, and a new Magma King is named, and through absorbing lava from the a prior magma kings volcano, they learn all the knowledge that king had, and the process continues when the time for the next magma king to sacrifice themselves. Of course this happens every couple hundred if not thousand years. Some Lithids old enough to live under multiple magma kings, others falling apart, their cores buried under the earth, sleeping quietly until the day they become whole again. Some Lithid cores are dormant in the planet, and may haphazardly or accidentally be reawoken.
Lithids don’t eat in a traditional sense, every once in a while they must add more stone to their bodies.
Some Lithids are much larger, some the size of houses, some able to step on houses. While some the size of a cat. The largest are warrior constructs and giants who watch over the others, though they are uncommon, most are medium range in size.
They seem to have a worship of the world’s core. They believe that something lies down there that gives them life and power. It is them they say, that creates more Lithids.
Lithids reproduce by dangerously taking a piece of their core, and mixing it with at least one more lithid, the more cores are mixed, the more complex and large the offspring can be. Some depending, take strange forms, but most are stable. The group of core pieces are then dropped into a volcano, and a new molten hot Lithid is born.
Racial Traits
Ability Score +2 Constitution, +1 to any stat except intelligence.
Size: Lithids can be medium or small.
Movement: 30 feet land, 10 foot swim in lava.
Language: Lithids speak a language that sounds like stone breaking and grinding, which most organics find grating. They also can speak common…somehow.
Age: Lithids are truly immortal, though they tend to fall apart after a few thousand years.
Alignment: Lithids are generally lawful.
Immortal core: If a Lithid is reduced to 0 wounds, instead of being knocked out, they follow normal rules. But if they have enough negative hit points to kill them, they end up falling apart. They are not dead, but are unconcious until they can be heated by a source hot enough to melt rock, like dwarven forges, or volcanoes, magic, etc. Once bathed in enough heat, it takes one minute and they are reborn at full hit points.
Stone Beings: Lithids have a natural damage resistance of 1, and a natural armor class of 12+con.
Children of Magma: Lithids are completely immune to all non magic fire and heat. Magic heat works differently on their “biology”, damaging them like any other creature.
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The Useless Race Megafeature: Ixitxachitl
Where do I even start. This was a race that was available for players to make their own character off of in DnD 3.5. They’re….well, they’re basically just stingrays that are chaotic evil.
Whats the chaotic evil aspect about them? well. I’m unsure, their write up in the wiki gives me basically nothing but supposedly they have territorial disputes with other sentient undersea races. Otherwise, they cant speak, walk on land, or breath air, and have no limbs otherwise, so the goal of this post is to make them close enough to the original write up but make them somehow worthwhile.
The Ixitxachitl, god even their name is annoying, are a race of aquatic stingray like fishes that have very little concept of personal space, land, and ownership of property. They inhabit the oceans and airways of the coastal regions of the world, usually annoying the local fisherman and if enough get together to start scheming they might make a full blown war against a small coastal village or fleet of ships.
Truth be told they have a rather nasty bite, while they have tails that look like it might have once been a barbed tail, they now aid in gliding and balancing in mid air. Thats correct, they can also fly. Kind of.
Ixitxachitl look something like a cross between a stingray and bird or pterodactyl. They have elongated necks that end in a sideways clamping jaw, four eyes and wings that allow flight, and while it might look like they have hind limbs, they don’t, It is actually the same wing, that has a cartilaginous limb like structure attacked to the main fin/wing that sort of act like hind limbs. Their jaws are the only actual bones in their body, filled with ever replacing teeth and a strong bite that is like an organic bear trap. They generally have a blue hue on their backs and white on their undersides, sometimes Ixitxachitl that live in the deep sea have black skin colorations of their tops and bioluminescence.
They have some capacity to form full sentences and speak common, though most don’t, and truth be told, they tend to toe the line between what a sentient race is and what are intelligent creatures. These Ixitxachitl do have a civilization, despite some not believing this statement. They have their gods, which is some aspect of the primary godly pantheon, and they do construct villages from corals and digging caves underneath the water.
Despite not having much technology, or the advantage of opposable thumbs, the Ixitxachitl can still make fierce adversaries. Merfolk know well enough that Ixitxachitl can be deadly if not careful, against landborne enemies their flight is used to advantage. They Have to be crafty, and it is the success of their race and why they have managed to live this long. They know how to use their own advantages that can outweigh their disadvantages, allowing them to conive and steal fish from fishermen, kill and eat patrols of merfolk and generally just be anywhere from a nuissance to an outright scourge.
Also they have formed some weird pact between cats, them, dogs, and racoons, they can speak with them telepathically and for some reason tend to stay away from each other. The reasons behind this are still fiercely debated by marine biologists to this day.
Ability Score: +1 to any three skills, -1 to str
Age: Ixitxachitl can live 5000 years, about.
Movement: 30ft fly, 30ft Swim, 10ft land.
Alignment: Always chaotic, very schemy for a race of flying stingrays.
Actually Just a Stingray, But It Can Fly, I Guess: Cannot hold items except with their mouth, and that imposes disadvantage with all tool usage checks. They cannot use weapons.
Sky Predator: While in the air, add +3 to armor saves against ranged normal and magical attacks.
Natural Attack: 1d8 Bite attack. gain +2 to checks to grapple onto a creature if they successfully bite a target.
Aether Flesh: Ixitxachitl have resistance to magic.
Variant: Deep Ixitxachitl: Lose Aether Flesh, Gain see in darkness and bioluminescence. Bioluminescence allows a creature to willingly emit a 15 foot circle of light as a free action, until the creature desires to no longer emit light or is knocked unconscious/dead.
Here’s a public domain image of a some eagle rays. Basically the same thing. Ixitxachitl area a cool race and you should definitely consider getting your DM to let you play one. Think of it as an Any % speedrun of a dnd campaign.

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Tonkkori
The great white north is home to yet another race inhabiting the cold frozen coastlines, lined by ice sheets and seemingly perpetual winter, Tonkkori find these lands the most peaceful, eking out a life of simplicity and happiness, something most races don’t normally have the ability to find.
Tonkkori are Walruses as Loxodon are to elephants. They are large, upright walking walruses that live on the coastlines and sometimes in the hills and Fjords near the cold sea. The Men have large tusks, some reaching multiple feet in length. Tonkkori women have tusks, but not nearly as long as the men, along with most traits that walruses have
Their culture is very calming. They are incredible shipwrights and sea faring folk, and great swimmers in of themselves. They have also mastered aquaculture, farming vast beds of seaweeds, clams, crabs and other shellfish. They have a yearly festival around harvesting of sea creatures, led by a great cookout and feast.
Tonkkori homes are usually wooden, beautifully and slowly etched wood cabins that line the coastlines and fjords. Some tend to live in the northern rainforests, not like the tropical counterparts, these are massive pine forest islands that rain most days of the year, some wanting a life of seclusion have come to live in the woods instead of the coastline, and as more move inland, some villages have come to rely completely off the forests and no longer the sea. These hunt the local fauna and vast columns of ferns, finding the roots a delicacy.
Tonkkori do not like violent conflict, unless it is their season of mating. To them violence brings a great imbalance in their lives and find that there are answers to all violence that can be solved nonviolently. This is juxtaposed to their season of mating, in the early spring when the men will spar, headbutt, and fight each other bloody for rights to mate. A somewhat primitive aspect of their culture compared to the rest of their race. Oftentimes Tonkkori men are covered in scars from past fights. Perhaps the mating rights of spring take away their collective aggression.
When violence is inevitable, they are often very defensive, using their thick skin to their advantage, using their heaviness to their advantage.
Racial Stats
Ability Score Improvement: Tonkkori have a natural +3 to Constitution.
Age: Tonkkori can live anywhere from 150 to 220 years
Alignment: Tonkkori are generally Lawful neutral and Lawful Good.
Movement: 25ft Land, 25ft Swim
Heavy Weight: Tonkkori count as large creatures for the purpose of weight and carrying, and have a natural armor bonus of 10+their Constitution modifier.
Natural Attack: 1d10 Piercing Tusk attack.
Northerner: Tonkkori can hold their breath for up to 5 hours, and ignore natural cold like weather and water.
Weighted Swing: Once per short or long rest, a Tonkkori may make a heavily weighted swing with their weapon. If this attack hits, they add their constitution modifier to their damage along with their strength. The creature hit by this must make a Dc 10+ the Tonkkori’s combined strength and constitution modifier.
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