Tumgik
#need to make a variant w/ the white hair and green eyes tho
universal-kitty · 2 years
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Picrew used
In order: 
Lilac, AKA Six {Drakengard 3}  
Ruha {Drakengard} 
Dian {Replicant 1.22...}
14HD {Automata}
Sera {Re[in]carnation}
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rollforsleepy · 6 years
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So I’ve been working on this for like three weeks! It’s been a tonne of fun but also a tonne of work. Coming up with five distinct subraces meant a lot of drawing! Oh boy! This started as a re write of the Dryad race because I didn’t think the Dryad race i found online was super playable, but it kinda gotta away from me a bit so I left dryads behind and these are fully homebrewed! The main carry overs from dryads are the +2 wisdom that they all get, and the no metal caveat in the weaponry proficiencies.
I spent some time researching different culture’s mythology on dryads and similar creatures. Wikipedia has a handy list of similar folklores at the end of the dryad entry (im not linking cos tumblr screws w posts w external links, but you can check it out yourself if youre curious). Basically I picked a few and wrote down some notes on each one so each subclass had a distinct feeling to it.
The Deep Forest subclass is based off hamadryads. Super long life, connected to a specific tree (i removed the life or death thing and just made it birthed by a tree, cos having a tree that if cut would killed you seemed unbalanced to me), that sorta thing. Cos they’re based on Oak trees, and Oaks are fairly hardy, I gave them some good survival type stuff. I didn’t want long, unfamiliar names so I changed it from Hamadryad to Deep Forest. Also I really didn’t want them to hark back to dryads and just Hamad had a weird ring to it to me
Gillie Du got to pretty much keep it’s name tho. Originally it’s Ghillie Dhu, and there was nothing wrong w that but i wanted things a bit simple in the name department. Ghillie Dhu is a Scottish fairy who (to drastically summarise him) lives in a marsh and plays tricks on people. As I said earlier, I wasn’t using these sources as gospel, just as flavour affects, so the Gillie Du subrace became a more water based thing with the breathing under water and swim speed.
Desert Walkers probably changed most from their original material. I started with the Salabhanjika, a sculpture found in india that’s always got a tree and a musical instrument in it. I wanted a bit of size range (i had to talk myself out of making one of them Large size cos it got too op, but I wanted to so bad) so they got the Small tag, then because India is a hot country and I already had a sub class more tightly woven in with fruit trees I made it more desert based, giving some good boosts to travelling related skills. I really love playing Small races and I wanna play as one of these now, it feels built for a ranger but I think it could make a kickass wizard tbh
The Maliade are based on the Epimelides, who were a kind of nymph associated with apple trees and sheep. I extended that association to fruit trees and all farm animals cos i didn’t want to cramp anyones roleplaying incase someone really wanted to be a Maliade who’s buddies with a bull and makes three magic dragon fruits every day. There’s no information beyond that on wikipeida, but I didn’t have any subrace who had a close relationship with people, so they got that. I like this one, I think the skills are pretty useful in a lot of small ways
And the Kodama! The Kodama are the only ones who actually got to keep their original name. Kodama are a Japanese spirit that inhabit trees. They can also be seen as Mountain Gods. So these guys got the mountain skills. Spider climb is a great skill, but when coupled with a slower speed I thought they cancel out pretty comfortably to make a balanced race. The Kodama has a brief description on wikipedia, but it’s terrifying, “small, white humanoids with large, rattling heads and mask-like features, with asymmetrical black dots for eyes and mouth, and move similar to bobbleheads.” I took the essence of this (pale skin, dark eyes) and dropped the rest. A lot of people (myself included) like their characters to be sexy, and that ain’t hot to me
Click through to read a transcript of the race if the font above is too small/blurry.
I’m gonna be making more of these and if there’s some interest I’ll start doing some stuff on Patreon, let me know if you thinks that’s something worthwhile. I’ve got a race in the works now that is like a living statue. Super slow but super durable. It’s a bit min/max but could be fun for some campaigns
Nature Spirits
Nature Spirits are a known phenomenon, a wandering essence of the land who appear commonly in the land. Some Nature Spirits are chosen and come into being through a birth touched by the land, some choose the path themselves and give their souls over to the land, some are simply brought into being by the powers of the land. It is a difficult life as a Nature Spirit, your priority is not yourself rather the protection and love of your home land. You have features and traits specific to the type of land you hail from.
Varied Childhoods
Each Nature Spirit is different, some wander far from their home, travelling and researching the world at large to better safeguard the continued life of their land. Others never leave and are rarely if ever seen by a civilised person. Some live in harmony with the people of their land, others seek to drive out humanoid peoples. You path in life is up to you, but the land you are from is your home and your priority.
Nature Spirit Traits
Ability Score Increase: Your Wisdom score increases by two.
Languages: You speak Common and Sylvan
Weapon Proficiency: You are proficient with the quaterstaff, club, greatclub, and slings. You cannot use this proficiency to use metal weapons and must use naturally found projectiles (such as wood, stone, nuts) for your sling. If your Class gives you proficiency in any of these weapons the metal caveat no longer applies
Alignment: Nature Spirits can have any alignment, but their loyalty lies with the land that powers them
Choose one from the following Racial Variants
Deep Forest
These spirits emerge from an ancient tree once in the trees lifetime, sometimes living incorporeally their whole lives, other times taking humanoid form to explore their forest in that way. They are ancient, tough, and fast, living the longest of any of their brethren Nature Spirits. Their hair forms as moss does atop their head. They are the least likely to leave their home unless they must.
Age: You age slowly, up to about 1000 years, and you age in time as a human would, at 80 years old you appear 8, at 900 years old you appear as a 90 year old human
Size: Medium
Speed: Your speed is 35ft
Ability Score Increase: Your Strength score increases by one.
The Hard Trek: Rough and difficult terrain does not affect you
Vision: You have Darkvision to a distance of 60ft
Survivalist: You are proficient in the Survival skill
Gillie Du
The Gillie Du find home wherever land meets water, be it ocean, river bank, or a swampy marsh. They are generally cheerful and occasionally make themselves known as a trickster to strangers in their land. Their skin is a dusky green tone but otherwise they appear somewhat elven. They can be born of humanoids, but more often are formed over some time in their land, and very occasionally a humanoid will show such a loyalty to the land that they turn into a Gillie Du. They are comfortable in both water and on land, but prefer land.
Age: You are fully grown at about 40 years old and do not age until your death at about 700 years of age.
Size: Medium
Speed: Your speed is 30ft, and your swim speed is 30ft
Ability Score Increase: Your Dexterity score increases by one.
Powerful Lungs: You can hold your breath for fifteen minutes plus a number of minutes equal to your Constitution modifier (minimum of zero)
Vision: You have Darkvision to a distance of 60ft
Sleep with Ease: You can cast the Alarm spell once a day without components
Desert Walker
Desert Walkers are born in deserts and find themselves comfortable in a hot climates. They are the most inhuman in appearance, still humanoid but with grey black skin, ears that connect behind their heads, and everlastingly young. Their age, of course, is not reflected in their appearance and they often speak with an experience that startles people. They are soft spoken and have learned from the many cultures they have encountered in their time.
Age: You live up to roughly 200 years, always appearing someone younger than an adult
Size: Small
Speed: You move quickly despite your size. Your speed is 30
Ability Score Increase: Your nomadic lifestyle has caused you to meet with the odd civilisation and learn from many varied cultures. Your Intelligence score increases by one
Inexhaustable: You have advantage against effects that will cause Exhaustion
Fire: You can cast the Cantrip Produce Flame
Musically Gifted: You have proficiency in one musical instrument of your choice
Keep an Eye Out: You have Expertise in the Perception skill
Endurance: You do not need to eat
Maliade
The Maliade Spirits are the most civilised, often the child of a townsperson who is touched by the powers of nature. They grow up with a community of humanoids in a small town hidden in the forest, or a larger city connected to an expanse of untouched flora. They are Medium size even if their birth parents are Small or Large, their size is determined by their Nature Spirit soul. They are friendly with animals and people alike, used to the constraints of town life as well as the freedom beyond. They are the most normal in appearance, the least likely of their kin to turn heads
Age: You age at the same rate as the average human, and die at roughly 100 years of age
Size: Medium
Speed: Your speed is 30ft
Ability Score Increase: Your Charisma score increases by one.
Language: You can speak to all farm animals
A Good Fruit: Everyday you can create four fruits of your choice, each feeds the average person for a day and restores 2 Hit Points. You cannot use this abiliy again until your next long rest
Find a Ride: At 3rd level you can cast Find Steed once a day, you are restricted to animals that would be normally found in a farm such as a horse, sheep, or cow.
Cook: You are proficient in Cooks Tools
Kodama
The Kodama are usually the result of a lost traveller or explorer who commits their life to protecting the land they’ve found and accepts the physical changes that entails. They are drawn to the roads and paths through their mountain range, watching and learning the different plants, animals, and humanoids that grow and pass through. They are pale skinned with dark irises and are generally more lean than strong.
Age: You live up to 400 years, aging to appear as a human would in their 60s
Size: Medium
Speed: You’re used to moving carefully across treacherous mounains, as such your speed is 25ft
Ability Score Increase: The mountains are a hard life. Your Constitution score increases by one
Natural Defence: You are more likely to defend yourself than attacked, as such once a day you can cast Barkskin
A Life of Climbing: You are forced to carefully climb your way throug life, leaving you with an ability most professional climbers would marvel at. You can Spiderclimb, climbing across walls and roofs live gravity doesn’t affect you
Sight: You have 30ft of Darkvision
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