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D&d race homebrew
D&d race homebrew











d&d race homebrew

Feats are allowed, and multiclassing is allowed but only as a last resort. Builds can’t require higher than level 5, and should aim for level 3 or lower.No homebrew or Unearthed Arcana, period.Any official WotC-published material is fair game, especially the Custom Lineage race option from Tasha’s Cauldron of Everything.Before we start, some simple ground rules: I can’t promise it’ll be every Sunday, but I’m going to make an effort to at least post them more consistently than my homebrew content, since they’re a lot easier to do. I hope somebody will be able to incorporate these ideas in their campaign.Hey everyone! This is the first in a new series of posts I plan on doing, where I take you through a simple character build for 5e that can let you play as your favorite homebrew race concept without actually using any homebrew at all. They also have advantage with deception and persuasion. They speak aquan, common, and one more language, and have a +1 Cha bonus. They speak aquan and common, have a +1 Str modifier, and deal 1d4+Str Mod+Con Mod with unarmed strikes.ī) All Dremm appear as mixtures of dragonborn and shrimp. There are also 2 subraces, which share a co-dominance in genealogy.Ī) The Krabes are, as you'd expect, very similar to crabs. They have darkvision for 60 feet, are amphibious, and a swim speed of 30 feet. They also have a natural advantage when dealing with acrobatics.Ģ) Crusteacios (pronounced as if in Spanish), shellfish-like humanoids of the sea, are hardy and lawful protectors. They have a blindsight radius of 30 feet, and a speed of 35 feet. Their main stat modifiers are Dex +1 and Wis +2. So, not sure if I should post this right here or not, but I happen to have 2 homebrew ideas for races.ġ) Yaimor, ooze-based humanoids spawned by Juiblex, are now escaping the Infinite Layers of the Abyss.













D&d race homebrew