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 Post subject: 5e Races
PostPosted: Tue May 03, 2016 10:19 am 
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Joined: Wed Oct 02, 2013 6:51 am
Posts: 1247
CLOWN

Clown Traits

Ability Score Increase. Your Charisma score increases by 2.

Age. Clowns reach adulthood in their late teens and live less than a century.

Alignment. Clowns tend toward no particular alignment. The best and the worst are found among them.

Size. Clowns vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range. your size is Medium.

Speed. Your base walking speed is 30 feet.

Entertainer. You are proficient in the Perform skill.

Languages. You can speak, read, and write Clown and Common. The language of the clowns is ancient and nearly indecipherable, with a script completely unlike any other. Heavily laden with jokes and metaphors, even if one can understand what is literally being communicated the deeper meaning can often be lost upon even experienced scholars.

Subraces There are three known subraces of clown, who have little to do with one another: the circus clown, the sad clown, and the monster clown (also known as the juggalos). Choose one of these subraces.

Circus Clown

As a circus clown, you have resiliency, a touch of magic, and the unique ability to fit a seemingly endless number of your kind in an enclosed area.

Ability Score Increase. Your Constitution score increases by 1.

Cantrip You know one cantrip of your choice from the bard spell list. Charisma is your spellcasting ability for it.

Clown Compression. Any space that can hold one clown can supernaturally hold a potentially infinite number of clowns. Multiple clowns in such a space can communicate but the only move or action they can take is to leave the space: from there they can act normally.

Sad Clown

As a sad clown, you are heir to a refined but tragic cultural heritage.

Ability Score Increase. Your Intelligence score increases by 1.

Clown College You are proficient in the History skill, gain one additional tool proficiency of your choice, and can speak one additional language of your choice.

Monster Clown

The monster clowns, or juggalos, are feared for their warrior prowess. They make for grim allies and fearsome foes.

Ability Score Increase. Your Strength score increases by 2.

Clown Combat You are proficient with the battleaxe, greataxe, handaxe, and sickle.

Scary You are proficient in the Intimidate skill.


Last edited by KingCrazyGenius on Fri May 06, 2016 8:07 am, edited 2 times in total.

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 Post subject: Re: 5e Races
PostPosted: Thu May 05, 2016 4:35 pm 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4739
Awesome. Which are these?



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 Post subject: Re: 5e Races
PostPosted: Fri May 06, 2016 8:05 am 
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Joined: Wed Oct 02, 2013 6:51 am
Posts: 1247
Monster clowns, most likely cultists of a Great Old One.


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 Post subject: Re: 5e Races
PostPosted: Mon Jun 13, 2016 5:11 pm 
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Joined: Wed Oct 02, 2013 6:51 am
Posts: 1247
HALF-GIANT

Half-Giant Traits

Ability Score Increase. Your Strength score increases by 3, and your Constitution score increases by 1.

Age. Half-giants reach adulthood in mid-twenties and can live for nearly two centuries.

Alignment. Half-giants tend to be the alignment of those they live among.

Size. Half-giants loom over most common races, varying between 7 and nearly 8 feet tall. Regardless, your size is Medium.

Speed. Your base walking speed is 30 feet.

Powerful Build. A half-giant's sheer size allows them to use weapons too large and cumbersome for most among the smaller races. You ignore the unwieldy weapon property on all weapons.

Languages. You can speak, read, and write Common and Giant.

Subraces Though they lack a common ancestry, there are two sorts commonly referred to as half-giants; the Desertborn and the Goliaths. Choose one of these subraces.

Desertborn

The desertborn are hardy survivors who endure even the hottest days with ease, and are imbued with a mystical force.

Suntouched You have advantage on saving throws against fire or heat-based effects.

Survivor. You have proficiency in the Survival skill.

Stomp You can use your action to unleash a shockwave of power. Each creature in a 15 ft. cone must make a Dexterity save, the DC of which is 8 + your Charisma modifier + your proficiency bonus. A creature takes 1d4 bludgeoning damage and falls prone on a failed save. The damage increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level.

After you use your stomp, you can't use it again until you complete a short or long rest.

Goliath

As a goliath, you are at home among the mountains and cliffs.

Acclimated Goliaths live in the mountains and are naturally acclimated to the cold thin air. You are naturally acclimated to elevations up to 30,000 feet and have advantage on saving throws against ice or cold-based effects.

Athlete Goliaths jump and climb with the ease that most creatures walk. You gain the Athlete feat (Player's Handbook pg 165).

Tell Goliaths naturally communicate with body language and read the cues other races may not realize they are communicating. You have proficiency in the Insight skill.


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 Post subject: Re: 5e Races
PostPosted: Thu Jun 16, 2016 2:59 pm 
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Joined: Wed Oct 02, 2013 6:51 am
Posts: 1247
Aquatic Elves (Subrace)

Aquatic elves, also known as sea elves, are a water-breathing offshoot of the elven race.

Ability Score Increase Your Constitution score increases by 1.

Aquatic Elf Weapon Training. You have proficiency with the net, pike, spear, and trident.

Limited Amphibiousness. You can breath air and water, but must be submerged in water every 12 hours to avoid suffocation.

Swim You have a swim speed of 40 feet.


Last edited by KingCrazyGenius on Thu Jun 16, 2016 3:22 pm, edited 2 times in total.

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 Post subject: Re: 5e Races
PostPosted: Thu Jun 16, 2016 3:09 pm 
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Joined: Wed Oct 02, 2013 6:51 am
Posts: 1247
MERFOLK

Merfolk Traits

Ability Score Increase. Your Dexterity, Constitution, and Charisma scores increase by 2.

Age. Merfolk reach adulthood in their late teens and live up to 300 years.

Alignment. Merfolk tend to be neutral; they live as best they can in their environment.

Size. Merfolk's upper bodies tend to be slender, while their tails can make them up to 7 feet long. Regardless, your size is Medium.

Speed. Your base walking speed is 10 feet, and your swim speed is 40 feet.

Amphibious. You can breath air and water.

Keen Senses. You have proficiency in the Perception skill.

Languages. You can speak, read, and write Aquan and Common.


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 Post subject: Re: 5e Races
PostPosted: Fri Jun 17, 2016 12:21 pm 
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Joined: Wed Oct 02, 2013 6:51 am
Posts: 1247
WARFORGED

Warforged Traits

Ability Score Increase. Your Constitution score increases by 2.

Age. Warforged are constructed and begin their lives as "adults". They have no known maximum lifespan.

Alignment. Warforged tend to be lawful: created to be soldiers, they have an intrinsic inclination towards order and hierarchy. They have no particular inclination towards either good nor evil.

Speed. Your base walking speed is 30 feet.

Composite Plating. You have proficiency with light armor and begin play with integrated armor. Though it is a part of your body, it is treated in all respects like worn armor that provides AC equal to 12 + your Dexterity modifier. Though a 24 hour process integrated armor can be removed, allowing you to wear other suits of armor. If proficient, this armor can also be integrated into your body over a 24 hour period. Integrated armor does not impose a stealth penalty.

Living Construct. You are immune to disease, poison damage, the poisoned condition, and sleep effects. You do not breathe or need to eat, though you can choose to do so. You do not sleep or require rest, though you can choose to repair yourself for an hour to gain the benefits of a short rest, or for eight hours to gain the benefits of a long rest. You cannot repair yourself if incapacitated. You take half damage and gain half the benefit from spells and effects that do not affect constructs. If subject to a mending spell you become stable if at 0 hit points. When at 0 hit points and stable you can take a move or an action in combat, but not bonus actions or reactions, and can perform non-strenuous activity outside of combat.

Languages. You can speak, read, and write Common.

Subraces There are three primary kinds of warforged, two of which are appropriate for PCs. Soldiers are powerful and imposing, while scout are smaller and dextrous.

Warforged Soldier

Ability Score Increase. Your Strength score increases by 2.

Size. Warforged soldiers are built to be 6 to 6 1/2 feet tall, and weigh around 300 pounds. Your size is Medium.

Soldier. You have proficiency in the Athletics skill.

Warforged Scout

Ability Score Increase. Your Dexterity score increases by 2.

Size. Warforged soldiers are around 3 feet tall and weigh 60 pounds. Your size is Small.

Scout. You have proficiency in the Stealth skill.


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 Post subject: Re: 5e Races
PostPosted: Tue Jun 28, 2016 12:42 pm 
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Joined: Wed Oct 02, 2013 6:51 am
Posts: 1247
AASIMARS

Aasimars Traits

Ability Score Increase. Your Wisdom score increases by 2, and your Charisma score increases by 1.

Age. Aasimars mature at the same rate as humans but can live slightly longer.

Alignment. Aasimars are good more often than not, and have a tendancy towards law as well.

Size. Aasimars are about the same size and build as humans. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Thanks to your celestial heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light. and in darkness as if it were dim light. You can't discern color in darkness. only shades of gray.

Heavenly Resistance. You have resistance to lightning damage.

Celestial Legacy. You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the healing word spell once per day as a 2nd-level spell. Once you
reach 7th level, you can also cast the daylight spell once per day. Wisdom is your spellcasting ability for these spells.

Languages. You can speak, read, and write Celestial and Common.


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 Post subject: Re: 5e Races
PostPosted: Tue Jun 28, 2016 11:18 pm 
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Joined: Tue Jan 28, 2014 3:17 pm
Posts: 31
This is funny. My brother and I have been slow-cooking a clown race for 5E for a while now. They're been a popular element in every D&D game we've ever had, in fact.

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Et Earello Endorenna utulien. Sinome maruvan ar Hildinyar tenn’ Ambar-metta!


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 Post subject: Re: 5e Races
PostPosted: Wed Jun 29, 2016 9:32 am 
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Joined: Wed Oct 02, 2013 6:51 am
Posts: 1247
I've been toying with clown race ideas since 3rd Edition.

In all seriousness how is the balance?


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