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[Homebrew] Vier Völker einer untergegangenen Welt

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Antariuk:
Ich würde mich über eure kritischen Anmerkungen zu den folgenden Völkern freuen, die ich für eine künftige planare Kampagne gebaut habe. Ausgangspunkt ist eine Scherbe der zerstörten Welt der SCs, die durch den Äther taumelt und auf der noch eine Stadt und ein bisschen Land drumherum intakt sind (D&D-Logik halt). Von da aus gehts ins Multiversum...

... und die Stadt lag, als die Welt intakt war, nicht gerade zentral oder war sonstwie kosmopolitisch - was bedeutet, dass etliche PHB-Völker nicht als Option zur Verfügung stehen, weils von denen nur noch ne Handvoll Individuen als NSCs gibt. Es soll bewusst also mal etwas anderes sein.

Das Balancing ist noch ein Problem und ich habe mich teils absichtlich nicht an die (ungeschriebenen) Regeln gehalten, die in 5E gelten, lasse mir meine Fehler aber natürlich trotzdem gern um die Ohren hauen ;)


(Klicke zum Anzeigen/Verstecken)Akashir
Pale-skinned humanoids who look similar to humans. They are reincarnated descendants of those who guarded the Akashic Library in ancient times. All Akashir carry memories of their former lives and have a mystical connection to the long-gone library. They run modern archives in the city and are heavily involved in the Academy, their numbers are dwindling though - only a few hundred are still around. Some say that’s due to divine punishment for failing to restore the Akashic records. They are much sought-after tutors and teachers.

Ability Scores. +2 Int

Age. Akashir mature and age at about the same rate as humans.

Alignment. Any, but most Akashir have neutral alignments.

Size. Your size is Medium.

Speed. Your base walking speed is 30 ft.

Knowledge from a Past Life. You temporarily remember glimpses of the past, faded memories from a previous life. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Mind Palace. Your innate ability to understand and catalog new information also comes with a natural resistance against psychic attacks. You have advantage on saving throws against charms, illusions, or sleep effects and, as long as you aren’t currently affected by any such effects, also are immune to psychic damage.

Unearthed Arcana. Shards of the esoteric magical knowledge of the Akashic library still reside within you. After meditating for one minute, you can select one cantrip from the sorcerer or wizard spell list, using Intelligence as your spellcasting ability. Once used, you must finish a long rest in order to use this trait again.

Psionic Tongue. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if both of you share a language. You can speak in this way to one creature at a time.

Akashic Tutelage. You gain proficiency in one skill of your choice.

Languages. You can speak, read, and write Common and three other languages of your choice.

(Klicke zum Anzeigen/Verstecken)N’kuu
Lithe, bluish-brown reptilians with a deep natural bond. Worship and are watched over in return by the old blue dragon matron Sagrissenthel, who was experimented on by a cruel archwizard and escaped before Worldfall. Through her sheer presence, she is slowly changing the N’kuu to be more dragon-like, and they keep her alive because at any time a number of N’kuu sleep next to her and heal her.

Ability Scores. +2 Dex; +1 Wis

Age. N’kuu reach adulthood at 5 years and usually live up to 30 years - longer, if they remain close to Sagrissenthel.

Alignment. Any, but most N’kuu tend to have lawful and good alignments.

Size. Your size is Small.

Speed. Your base walking speed is 30 ft.

Sandwalk. Within deserts and wastelands, you have advantage on ability checks made to cover tracks or leave false clues for any pursuers.

Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if worn armor would cause you to have a lower AC.

Pack Tactics. You have advantage on attack rolls against an opponent if at least one of your allies is within 5 feet of them and the ally isn't incapacitated.

Healing Embrace. N’kuu are naturally gifted healers. Whenever you cast a healing spell or use a curative effect on another creature that adds an ability modifier to the amount of damage healed, you can choose to add your proficiency modifier instead. Also, when you sleep in close proximity to one other creature, you can allow them to regain one additional Hit Dice per long rest.

Gift of the Blue Dragon. You have resistance against electricity damage.

Hunter's Lore. You gain proficiency with two of the following skills of your choice: Medicine, Nature, Perception, Stealth, and Survival.

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

(Klicke zum Anzeigen/Verstecken)Orffyn
Large, shadowy humanoids who once ruled over a kingdom in the Underdark but have since appeared on the surface in increasingly large numbers, despite being a bit sickly from having left their homelands. During Worldfall, a large group sought refuge within the city and became an integral part of the city watch, royal court, and, of course, the criminal underworld. Although a bit slow on their feet, Orffyn are born spies and can squeeze through tight spaces. They tend to have fiery eye colors.

Ability Scores. +1 Str, +1 Dex, +1 Cha. At game start, your Con score can’t be higher than 9.

Age. Orffyn mature at a rate equal to humans, yet none have ever lived longer than 66 years without the aid of powerful magic or planar patrons.

Alignment. Orffyn can be of any alignment, but since Worldfall, many of them lean towards neutral and chaotic alignments.

Size. Your size is Large.

Speed. Your base walking speed is 25 ft.

Flight. You have a fly speed of 40 ft. unless you are wearing medium or heavy armor or carry a heavy load.

Light Sensitivity. While in bright light, you have disadvantage on attack rolls as well as on Wisdom (Perception) checks that rely on sight.

Superior Darkvision. Accustomed to the depths of the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 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.

Shadow made Flesh. Although you can interact with the material world normally, you are partially disembodied and therefore difficult to hurt. You possess the following traits.

* Ability checks made to grapple, hold or restrain you have disadvantage.
* You have resistance to poison damage.
* You have vulnerability to force and radiant damage.
* Your carrying capacity is halved.
Wisp of Smoke. For as long as you remain unburdened by ordinary equipment and clothing, you are able to squeeze yourself through small places at half speed and through tiny spaces at quarter speed. Windy conditions might require you to succeed on Strength or Constitution saving throws to do so or suffer an Exhaustion level per failed check.

Shadowy Reality. Your affinity for shadows gives you the ability to perceive that which is not entirely corporeal. You have advantage on Intelligence checks and saving throws when interacting with visual illusions.

Ethereal Movement. You gain proficiency with the Stealth skill.

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

(Klicke zum Anzeigen/Verstecken)Sounontr
Rare plant zombies grown from skeletons buried underneath a single swamp. During Worldfall, a powerful artifact in the sunken necropolis broke and transferred all available life energy from animals and unsuspecting victims in the vicinity into the vines that had grown around the artifact. It then became semi-conscious and formed a number of Sounontr around all skeletons it could get a hold of. The swamp is gone now, but Sounontr can procreate under specific circumstances. They don’t normally sleep, but when they do, they often dream about a mysterious female Sounontr covered in vibrant blossoms and clad in a white dress that seemingly tries to lead them somewhere - The Pale Lady.

Ability Scores. +2 Con, +1 to any other one ability.

Age. All sounontr were created 94 years ago during Worldfall, but most of them aren’t active all the time and still have a lot to learn. As a living undead, an individual sounontr will probably exist for centuries.

Alignment. Any. Sounontr who venture out into the world display a variety of personality traits.

Size. Your size is Medium.

Speed. Your base walking speed is 25 ft.

Darkvision. 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.

Swamp Walker. Walking across swamps and marshes or through shallow bodies of water doesn’t cost you extra movement. As long as you don’t wear heavy armor, you also have advantage on ability checks made to traverse rough waters.

Undead Origins. You are undeath brought to life by a unique blend of nature and magic, which grants you some of the advantages of the undead.

* You have resistance against poison and necrotic damage.
* You are immune to disease.
* You have advantage on Constitution saving throws made to avoid Exhaustion.
* You don’t need to eat or breathe, but you must consume fluids regularly lest you begin to mummify.
* You don’t sleep normally, but magic can put you to sleep (usually causing strange dreams of ). You can willingly enter a state of motionless vigil to pass time, though.
Growth beyond Death. You can invoke the corrupted power of growth that lies within the vines of your body. This takes one minute of uninterrupted concentration, during which you can select one of the following aspects. After using an aspect, you need to finish a long rest to be able to use this trait again.

* Aspect of Bloom: As an action, a variety of somewhat macabre but beautiful death flowers sprout from your head and/or body. You gain advantage on Charisma checks made to interact with creatures who can see you and understand your intentions. This aspect lasts for up to 10 minutes.
* Aspect of Poison: As an action, you grow a number of poisonous berries equal to the number of your Hit Dice. If ingested, a creature suffers 1d10 poison damage and is poisoned for an hour, a DC 11 Constitution saving throw halves the damage and avoids the poisoned condition. The berries lose potency after one day or until you grow new ones, whichever happens first. You are immune to your own poison.
* Aspect of Roots: You can cast the spell Entangle, using Constitution as your spellcasting ability.
* Aspect of Thorns: As a reaction, your body grows numerous sharp thorns that inflict 1d10 piercing damage as a melee attack. This aspect lasts up to one minute.
Knowledge of the Necropolis. You gain proficiency with one of the following skills of your choice: Arcana, History, or Religion.

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

Runenstahl:
Nur mal grob überflogen. Im Vergleich zu offiziellen Klassen definitiv stärker, aber untereinander ganz gut ausgewogen. Insofern kein Problem. Die Orffyn sind Large. Das ist ungewöhnlich. Offizielle Klassen vermeiden das normalerweise weil es eine ganz Reihe von Vorteilen mit sich bringt. Der Waffenschaden wird verdoppelt und die Rasse bekommt quasi Auto-Reach mit allen Angriffen. Durch ihre Nachteile mag das (immer noch im Vergleich mit den anderen Rassen) ausgewogen sein, aber so wirklich wird man das nur nach ausgiebigen Testspielen beurteilen können.

Feuersänger:
Ja, die Orffyn sind auch für mich die fragwürdigsten.
Woher kommt die Fly speed? Ich finde da nichts über Flügel.

Fly dürfte wohl auch die heftigste aller Fähigkeiten sein... So gut wie keine offizielle Rasse hat das, und die Ausnahmen müssen es mit harten Nachteilen erkaufen. Aber die reduzierte Walking Speed ist halt dadurch schonmal komplett irrelevant.

Wobei die Sonnenblindheit und das CON-Maximum schon auch sehr harte Nachteile sind.
Unterm Strich finde ich die Rasse broken.


Die Pflanzenwesen find ich super. ^^

Bei den Akashir hast du dich an den Samsarans von PF1 orientiert, oder?

1of3:

--- Zitat von: Feuersänger am 26.08.2022 | 08:09 ---Woher kommt die Fly speed? Ich finde da nichts über Flügel.

--- Ende Zitat ---

Es sind lebende Schatten, steht da.

Wenn man das nerfen will, könnte man ihnen mit Wind zu kämpfen geben.

Antariuk:

--- Zitat von: Runenstahl am 26.08.2022 | 01:39 ---Durch ihre Nachteile mag das (immer noch im Vergleich mit den anderen Rassen) ausgewogen sein, aber so wirklich wird man das nur nach ausgiebigen Testspielen beurteilen können.

--- Ende Zitat ---

Meine Spieler sind wahrlich keine Powergamer, aber ja, es könnte knirschen. Danke für die Bestätigung meiner Befürchtung.



--- Zitat von: Feuersänger am 26.08.2022 | 08:09 ---
Wobei die Sonnenblindheit und das CON-Maximum schon auch sehr harte Nachteile sind.
Unterm Strich finde ich die Rasse broken.

--- Ende Zitat ---

Ich auch. Ich habe noch keine gute Lösung gefunden, die große Größe, schattenhaft-leise Qualitäten und Flugfähigkeit so zu verbinden, dass es nicht in irgendeine Richtung hin unausgewogen ist ... Vielleicht sollte ich mich eher an den Gleitfähigkeiten von den neuen Dragonborn oder Aracocras orientieren.


--- Zitat von: Feuersänger am 26.08.2022 | 08:09 ---Bei den Akashir hast du dich an den Samsarans von PF1 orientiert, oder?

--- Ende Zitat ---

Jau, das Ganze begann mal als Entwurf für eine PF-Runde und ich finde Samsarans ziemlich geschmeidig :)



--- Zitat von: 1of3 am 26.08.2022 | 08:14 ---Wenn man das nerfen will, könnte man ihnen mit Wind zu kämpfen geben.

--- Ende Zitat ---

Du meinst, den Nachteil den ich bei der Fähigkeit mit dem durch Ecken quetschen abgerissen habe, zum Fliegen packen? Das klingt sinnvoll.

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