DuelSoulBlade Shadow Vampelf (5e Race)
From D&D Wiki
This page is an exception to wiki policy, designed as a humorous exemplar of all terribly designed homebrew races. All problems with this page are intentional; please do not try to fix this article (and please don't make any other articles like it), but feel free to add to it. |
|
AUTHOR'S NOTE: This is MY page and is copyright by me, regardless of what site policy says. Don't edit this page without my permission, or else I'll sue you for copyright violation.
DuelSoulBlade Shadow Vampelf[edit]
A DuelSoulBlade Shadow Vampelf is a half-vampire drow from the Plane of Shadow, with the blood of a dragon. They look exactly like humans, except they have a scary-looking scar of darkness going down the side of there face.
- Self Importance
The names of your race and class are proper nouns, so are always capitalized.
- Lazy Writing
DuelSoulBlade Shadow Vampelf's history is unknown by everyone, even the DM. All that is known is that a long time ago, a powerful wizard was experimenting on how he could create the ultimate creature. But that's when things went horribly wrong. When they brought their experiment to life, they're safety goggles weren't on, so they died. The DuelSoulBlade Shadow Vampel always sulks about his terrible secret past. That's why they never tell anyone of their terrible secret past.
- Refactored Terminology
Your ability scores are called stats. Your racial traits are called abilities. Your class features are called skills.
Names[edit]
Use the same names as one of your parent's race.
DuelSoulBlade Shadow Vampelf Traits[edit]
You're summary is blank because it's not important.
Ability Score Increase. Your Dexterity and Intelligence increases by 2 because that's how I see myself. Your Constitution or Wisdom increases by 2 and your Charisma decreases by 2 because a dump stat balances out excessive ability scores.
Age. DuelSoulBlade Shadow Vampelfs are immortal.
Alignment. DuelSoulBlade Shadow Vampelfs tend towards Chaotic Neutral because that really helps with party cohesion and focus.
Size. DuelSoulBlade Shadow Vampelfs stand between 12 ft. and 15 ft. tall. Your size is Large; I don't care if it unbalances the game and I'm too dumb to think about the ramifications of this. Some DuelSoulBlade Shadow Vampelfs are Small.
Speed. 30 ft., fly 60 ft. Like no other flying creature in the game you need a wing clearance of 10 ft. to be able to fly.
Obligatory Humour. The only kinds of D&D jokes are big numbers and memes. Increase one of your stats to over 9000. A "stat" is a number on your character sheet.
Vampelf Weapon Training. Your proficient with finesse weapons. You're ranged weapons are finesse weapons. You can wield two-handed weapons in one hand as though they were light weapons. When you have a weapon in each hand and you haven't read the Player's Handbook you can make a duel strike. Make an attack roll with each weapon with a -2 penalty to the attack roll because that's how i remember 3rd edition doing it.
Darkvision. You can see in black and white in darkness up to 60 feet.
Trance. When you meditate you take a short rest for 4 hours like an elf does or something.
Disregard Hit Die Economy. Once per day when you take a short rest you can treat it as a long rest. Taking a short rest or long rest takes half as much time. You regenerate 1d6 + con hit points every 1d3 turns.
Oh God Here It Comes. Once per Con+level rounds you can force a creature to make a Wis save of (20 - CR)+Prof bonus*1.5. vs. your Intimidation roll. Each time you use this skill -1 to the DC. If your roll is greater the target takes 1d8+Con soul damage for 5 rounds. If you bite the target while it is taking soul damage you gain health. Your bite does 1d4 dark damage and uses your DEX. If you kill a creature with your bite you steal the creature's soul (your DM will decide if it has a soul because there's literally no other codified way of determining this) and you gain 1 soul point. When you have 10 soul points you have +5 to AC and you can fly through walls.
20th level class feature. You do not need food or water.
Keen Eyesight. Your eyes are so strong. You are proficienct in the Perception skill and may double your proficiency bonus when making a Perception skill check that involves sight. Also, you have truesight but I'm not gonna specify a range.
Languages. Common, Elf, Vampire, Darkspeak and your choice of two others.
Subrace. You can optionally have a subrace.
Favored Class. True Revised Artificer, 23rd Variant
Redcap[edit]
Ability Score Increase. Your Intellect increases by 2
Redcap. When you soak your redcap in blood (as you must do every 3 days to live as mentioned in age) you must make a WIS saving throw, the dc for this save varies by alignment. CE: 20, NE: 19, LE: 17, CN: 15, N: 14, LN: 13, CG: 11, NG: 10, LG: 9. If you fail this save you enter a blood rage. This blood rage lasts for a different number of rounds depending on alignment. Evil: 1d12+ the difference between the save dc and your roll. Neutral: 1d10+ the difference between the save dc and your roll. Good: 1d8+ the difference between the save dc and your roll. While in bloodrage you must move to the nearest creature and make a melee weapon attack against it with your most damaging weapon (in a contest between weapons that have the same potential for damage (such as 2d6 and 1d12) it is the attackers choice. You may not choose to do non lethal damage while in bloodrage.
Child of Kas[edit]
Ability Score Increase. All ability scores increases by 3(the child of kas normal max in a ability score is 26).
Brite. At level 3. A melee weapon deals one extra die of its damage when the Child of kas hits with it (included in the attack).A Child of kas got unarmored strikes witch deals 1d4(it becomes 2d4 at level 3)
Curse of blood. If a Child of kas dosen´t drink blood in 24 hours they will go into a blood rage unless they succes a wisdom saving throw at 15 eath round every time they succes the DC is increases by 1, then a Child og kas goes into a blood rage they will do anything to get blood they need to deal nicrotic damage equals to there constetution(not modifire)
Create spawn. At level 13 a Child of kas gain the ability to create vampire spawns if they feed a humanoid there blood and then kills then then after 8 hours they will weak up as vampire spawns see monster manual page 299
Undertale Skeleton[edit]
Ability Score Increase. +7 to Intelligence. +2 to constitution
Dodgy.. You may, at the start of the game, reduce your HP and AC to 1.(These cannot be increased in any way afterwards.) If you do, you gain this ability: You can evade all forms of damage and attack, including spells or attacks which do not have to roll to hit. Additionally, you are immune to ALL types of status impairment (Poison, Paralysis, Knockdown, Blindness, Deafness E.C.T.). This applies inside and outside of combat, even while asleep. Inside of combat, this lasts for 15 of your turns in a single battle. After 15 of your turns, you fall asleep from fatigue and cannot move or act. Once you are knocked out (Which you can make as dramatic as you like.), you cannot regain consciousness until after the battle ends or if you get shaken awake. You can sense the location of any creature within 50 feet. This cannot be prevented from working by any means.
Monster Food.. Any food you make also acts as healing items. Each item of food eaten restores a target creatures HP by [Your level] d4's.
Teleport.. as a bonus action you can teleport somewhere within 30 Ft. of your location.
BONES.. You can make up to 20 attacks with bones a turn. These bones can target anybody you want, and when you roll to hit its your dexterity mod and intelligence mod + a d20. Each bone does only 1 damage.
Blaster.. Target a direction and fire a laser that extends 100 ft in the target direction and is 10 feet wide. Each creature in the way must make a dexterity saving throw of take 3d6+5 damage. You can do this up to 3 times a turn.
<!-Super Wolf Edgy Dragon that is also undead-->[edit]
Big scary dark wolves that are undead dragons with black fur and huge muscles and fangs but are also elegant and handsome and pretty and elves too for some reason did I mention they are undead? And don't forget super. Also you're a demigod--not a god outright tho that would be OP.
Your dad was an Ancient Read DragonTM that committed bestiality with a dog Dire WolfTM. Some-freaking-how urmum survived this and pooped you out and that was three eyars ago. Now you're a man and your mother was deaded by something even more evil than your deadbeat dad apparently. Also yes normally dogs birth litters but you're the only one because you're also a dragon.
Then you died and a pretty lady revived you because raisins. You are tormented by undeath and your inability to feel, you tortured soul you.
Ability Score Increase. Str +8, Dex +4, Con +4, Int -1, Cha +2
Size. Large. All of your weapons have doubled damage dice. You can wield medium weapons as finnneste weapons.
Fur Armor. Fur can also function as armor apparently. Your AC is 22 + your Dexterity score (no not your modifier).
Dark Edgy Fangs and Claws. You are proficient in your unarmed strikes (because normally you aren't of course!). You can bite to inflicy 2d6 piercing damage, slash with your claws to inflict 1d12 slashing damage, or kick with your dragon paws to inflict 1d8 bludgeoning damage. Your unarmed strikes are magic weapons and can't be desroyed.
Spirit of Darkness and Souls or Something. You are a demon and a field and a demigod and super edgy and your theme music is probably heavy metal J-pop. Also you're undead. You don't need to sleep, eat, drink, breathe, or exist unless you choose to do so. Whenever you kill a living creature you can absorb its soul to gain temporary hit points equal to the creature's maximum hit points (which last forever and stack because that's how these work apparently).
Breath Weapon. Because even though an ENTIRE RACE is based around this ONE TRAIT, it's totally okay for you to have it in your arsenal too even though you have 40 other racial traits that are just as powerful. Maybe increase its damage too so you don't feel overshadowed by that skyrim-wannabe prick. Whoops I forgot to describe what it actually does.
Superior Attacks. I'm not even flavoring this. You have +2 on attack rolls.
HIT POINTS. Your maximum hit points increase by 6. No not 1 per level or anything just 6.
Resistance. You have resistance to bludgeoning damage because of your fur or something.
Eleven Traits. Seriously I can only have 7 subrace traits? Wtf?
Legendary Resistance. You gain choose to succeed any one saving throw you fail. You can only do this once per short rest so don't worry it's balanced.
Spells and Also spells. Choose three 1st level spells from any spell list. Also choose Invisibility. Cast those whenever. Yeah you treat them as cantrips. Who cares what your casting ability is.
Multiattack.
Multiattack.
More Languages. Super Edgy Dark Wolf Dragon is Also Undeadese, Giant Wolf, Common, Draconic, Sylvan, and three languages of your choice.
=="hOi! im tEmmie! (Written by Bob)[edit]
Ability Score Increase. "tems...VERY friEndlY! cHa increase bY 2!!!!!!!!!!
Alignment. tEms fight....badgUys!!! tems...gOOd! but thErE bad tEms noooooooooooooooooooo!!!!! alSo tEmmies are chAoTiC!!!
Size. tEms smalll...an cUtE!!!
Dan D'wiki[edit]
Ability Score Increase. +2 penalty to charisma abilities
You Can't Delete My Page!!!. You can take any class, equipment, feat, race, skill or other ability from any deleted D&D Wiki page (including user pages and talk pages and stuff from other editions) as a racial trait. If it is taken from a non-deleted page, the ability is halved (rounded up). If the page was deleted multiple times, the ability is multiplied by the number of times it was deleted (rounded up). This ability can be changed after a short or a long action.
Barbin[edit]
Ability Score Increase. +4 Str +4 Con -2 intelligrance
Big. For the purposes of of moving shit you 10x you str thing, you also add +2 to all weapon hit things. but on sundays its +4. you also add your str number for anything you'd use dex number for. also once a day you can become super barbin and double all your numbers, except for the negative ones. you also naturally have resistants to bludge, stab, and slash. and this stacks with barbarian resistants. for resistance teir 2. take a quarter of damage dealt by all damage when barbin/barbarian. also if your not barbarian (why.) you can use super barbin and gain all barbarian class things with whatever else you got. also if you remeber you have something. you have it. and if you remeber dm said something. he said it. also you are always one level ahead of your party, unless your more then one level, and when attempting to steal from you party members you gain +x3 your level and advantage cause you know them so well, and they cant suspect you. you can also duel wield bows for some reason. also instead of being immortal you'll only live for like... 3000 years. and its super sad cause your not immortal, but also sad cause you'll outlive everyone. also when you wanna seduce a woman you can choose to succed any checks related to it, even if their party members.
Two Traits. Its balance.
Katanan[edit]
Ability Score Increase. +2 attack rolls, +5 damage rolls, +10 Wisdom, -5 charisma. Katanas are so powerful you apply bonuses directly to attack and damage rolls, and the Japanese are mystical af so you also have a bonus to wisdom, but everyone is jealous of how cool your arms are so they hate you because life is so unfair!
KATAAAAAANA. You have katanas for arms, but this in no way affects your ability to perform basic actions like dressing yourself or holding torches, but you pay 0 gp for razors in the game because you don't need them. Anyway, your katanas do 1d10 + Wisdom (the score, not the little modifier) each, and because you're so talented at them, you gain the Extra Attack class trait at level 1 for free, and Extra Attacks from classes stack +1 for each extra attack. Plus they kill anyone who tries to fight you dishonorably as a free action, because Samurai were awesome like that!
It's anime, mom, not cartoons!. You automatically gain a natural critical on Intelligence checks relating to anime or Japan, and automatically win arguments about how cool katans are.
Celestial Vampire Blob[edit]
Ability Score Increase. Your Constitution score increases by 2. You do not have an Intelligence score.
Celestial Vampire Blob Nature. Your creature type is both celestial and ooze and undead, not humanoid. A game effect which only affects humanoids doesn't affect you. You are immune to spells or magic effects which only affect celestials, undead, or oozes, unless you choose to be affected. You have no need to eat, drink, breathe, or sleep.
Blob Body. If you bludgeon a blob, it jiggles. If you slash a blob, it splits into two smol blobs. If you pierce a blob, your pointy thing goes right through. The blob is made of acidic water, so you can't set it on fire, and it doesn't care about acid. The blob doesn't have living organs, so it doesn't care if you electrocute it. The blob might freeze solid if you get it cold enough, but probably not. The blob absorbs thunderous noise even easier than your bludgeon. You are immune to acid, bludgeoning, cold, fire, lightning, piercing, psychic, slashing, and thunder damage. You can't become exhausted, grappled, paralyzed, knocked prone, restrained, or stunned.
Blob Mind. The blob doesn't have a mind, so there's nothing to target with psychic attacks. You have immunity to psychic damage. You can't be charmed or frightened.
Blob Senses. You can't see, but have blindsight out to a radius of 60 feet. You can't be blinded or deafened.
Undead Heritage. The blob isn't a living creature, so you can't poison it and it isn't affected by necromancy. You are immune to poison damage and necrotic damage. You can't be poisoned.
Radiant Heritage. You hail from a plane bombarded with radiance, so even that doesn't affect you now. You are immune to radiant damage.
Languages. You can't speak, but you can read and understand Abyssal, Celestial, Common, Infernal, and Primordial.
Norm[edit]
A sentiant, humanoid race.
Ability Score Increase. Each of your ability scores increases or decreases until it is equal to the statistics of a commoner
Age. You live for exactly 100 years.
Alignment. You are true neutral.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet. You don't have any other forms of movement.
Type. You are a humanoid.
Vision. You have normal vision.
Sentient. You are sentient
Armor Class. Your Armor Class is equal to 10 + your Dexterity modifier.
Hit Points. You have them. They are equal to your class.
!Legendary Creature. You are not a legendary creature and as such don't benefits from being one.
Combat. When in combat, you have an action, bonus action and reaction. You can also move each turn. The distance is listed under your speed.
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. You don't have a subrace
Syntax-chan<Race Name>[edit]
A really cool unqiue sentient human like race.
Ability Score Increase. {5a
Age. {{{age}}}
Alignment. {{{alignment}}}
Size. Speed.
Languages. {{{languages}}}
+2. An ability score was not entered for this template! +1.
|ages=You live for exactly 100 years.
|nature=choatic nuetrel.
|sizenotransclusion=Dimutive.
|movementnotransclusion=Your base walking speed is 30 feet.
|trait1=Dankvision
|description1=Template:5e Darkvsion
|speech= You can know Druidic and speech beast.
|children=none
}}
Future Cyborg[edit]
Ability Score Increase. Your Ability Scores have no limit or maximum. +10 to Strength, Dexterity, Constitution, and Wisdom
Handy Dandy Camera Eyes. You have superior vision in the 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 discern color in darkness. You also get the keen mind feat. You also know the maximum HP and AC of any creature you see instantly, because the user interface in your brain tells you so.
Artificial Blood. The metallic blood within your veins is always protecting you. You may cast hellish rebuke at will, with constitution as your spellcasting ability modifier. It also creates a force-field on your skin so you have a +5 bonus to your unarmored AC. You may cast alter self at will, without needing concentration to maintain it. Because you have full control of the nanomachines within you. If you choose to change your appearance with alter self, you gain advantage on all Charisma checks. Because you can emulate the features of the drop-dead gorgeous actors from your time.
Modern Knowledge. You know everything because you're from the future. You are proficient in, and double your proficiency bonus, on History, Religion, and Medicine checks. You also get a feat of your choice every time you level up.
Wrong Genre. These stupid peasants can't understand how cool your tech is. Magic is so lame compared to your robo-parts. You can "hack" a construct by spending an action touching them. After spending your action, the construct is now permanently under your control. At 4th level, you may "hack" undead creatures as well and cast the command spell at will, with constitution as your spellcasting ability modifier.
Blaster Arm. You got a cannon in your arm, because every cyborg needs it. Your unarmed attack has a range of 90 ft, and does 1d20 force damage. At 2nd level, your unarmed attack does 1d30 force damage plus your constitution modifier times your strength score. When attacking non-lethally to force a creature to fall unconscious, you deal double damage, because your power reserves are more efficient in stunner mode.
Jetpack. You can also summon a jetpack on your back to add 100 ft to your flying speed. As an action, you may summon 7 more jetpacks from a portable time-warp hole and add 100 ft to the flying speeds of up to 7 creatures. You decide the appearance and size of the jetpack and can don multiple of them.
Universal Translator. There's a univeral translator at the back of your neck. You may decide to learn the entirety of any language you have heard in the past and be considered proficient in it after 10 minutes from your decision. This applies to secret codes and ciphers as well.
Saiyan, Balanced, 13th Varient (cuz that abusive admin said I named it wrong)[edit]
There's already been over 9000! versions of this race, but this one is good (best).
Ability Score Increase. Your Strength and Constitution increases by 2, and your Wisdom increases by 1 but this may change depending on the rotation of the planets(so ask your DM).
Muscle Control.. You can use your Strength score in place of all other ability scores.
Dense Musculature. You have resistance to all types of bludgeoning damage and while flexing(unarmored) you can add your level to your armor class(AC).
I Don't Want Levels in Monk!. Depending on your str you can do unarmed damage. Str 16-17=1d4 Str 18-19=1d6 Str 20=1d8 Str 21-22 1d10 Str 23-24 1d20
Prehensile Tail. As a Saiyan, you were born with a prehensile tail which acts like a third hand. While you have your tail, you gain advantage on Acrobatics checks and can use it to lift weight equal to 10 times your strength modifier. Additionally, you can use and manipulate objects using your tail as if it were a hand. As an action, you or another being may attempt to cut off your tail by attacking it with a Slashing weapon. Your tail has an AC of 5 + your dexterity modifier. On a hit, your tail is removed, and you take weapon damage as normal. When removed, you cannot utilize Great Ape Transformation. Additionally, you have disadvantage on Acrobatics checks until your next long rest. Your tail regrows after 1d6 long rests.
Further Beyond. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a short or long rest.
Saiyan Big Knowledge on Ki.. You have loads of knowledge about Ki. At lvl1 your fly speed is 60ft and at lvl5 you can merge 5 Ki energy attacks into a Ki sphere which is a ball that is a 15ftx15ft sphere of ki energy doing 2d12
Energy Blast. Due to your powerful Ki control from birth, you are able to launch blasts of energy at your foes. These energy blasts have infinite range, never miss, and deal XD6 force damage, where X is your character level,
False Moon. At level 5, you can use the False Moon technique to create a facsimile of an astronomical body. As a bonus action, you may create a False Moon and throw it to an area within 30 ft. of you. It floats up to 60 ft. above the ground wherever it is thrown, and sheds bright light for 30 ft. and dim light for another 30 ft. It has an AC of 15 and HP equal to 5 + your Constitution, and lasts for 2 and a half minutes or until destroyed. If a False Moon is within view, you may utilize your Great Ape Transformation without seeing a real moon. Additionally, you have advantage to the Wisdom saving throw to avoid going berserk. This can be used onve per 8 hour rest.
Great Ape/Oozaru Transformation. At 1st level, Due to your Saiyan blood, if you happen to look at a full moon or any illusion of a moon, Using your action you transform into a Great Ape/Oozaru, so long as you have your tail. You grow enormous in size and take on the appearance of an ape with brown fur and red eyes. This form cannot be used with any Super Saiyan form. While in this form, you drop anything you are holding and anything being worn is destroyed. However, you can have your clothes and armor magically tailored to grow with you. Upon transforming, you must make a Wisdom saving throw (DC 20 - half your Saiyan Fighter level). On a failure, you go berserk, you can use your action to repeat this saving throw. If you go berserk you gain three levels of exhaustion upon leaving this form. Otherwise, you make a Constitution saving throw (DC 15 - half your Saiyan Fighter level). On a failure, you gain one level of exhaustion upon transforming back. While in this form your tail has an AC of 10 + your Dexterity modifier, Hit Points equal to 1/4 your maximum Hit Points (rounded down) + your Constitution modifier and Vulnerability to Slashing damage. If your tail reaches 0 Hit Points, your tail is cut off. You must wait 2d12 days for your tail to grow back by itself.
Each creature that is within 60 feet of you and aware of you, that starts its turn within range must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the duration of the effect ends, the creature is immune to Saiyan's Frightful Presence for the next 24 hours.
- Advantages
- +1 bonus to your attack rolls.
- AC is 12 + Constitution + Strength.
- While in this form, your unarmed strikes deal 1d8 bludgeoning damage and have a reach of 10 feet. This damage increases at 5th level (2d6) and again at 11th (2d8), 17th (2d10).
- Your size becomes Gargantuan.
- Advantage on Strength checks, saving throws and attack rolls.
- Gain temporary Hit Points equal to your Constitution modifier times your Saiyan Fighter level.
- Frightful Presence ability.
- Resistance to Bludgeoning, Slashing and Piercing damage from non-magical weapons.
- Disadvantages
- Disadvantage on Intelligence, Wisdom and Charisma (excluding Intimidation) checks.
- Vulnerability to psychic damage.
- You cannot make attacks with anything other than your unarmed strikes while in this form.
Saiyan, 15th variant[edit]
Milathorongian[edit]
The milathorongian character has some traits in common with all other milathorongian.
Ability Score Increase. Your Strength score increases by 2 and your Charisma increases by 2.
Age. The milathorongian mature at the same rate as humans, but can live up to 1000 years old without visible aging effects.
Alignment. Mostly chaotic, though, some of them can be lawful depending of the goals they have, but invariably, all of them are evil. Some might seem benign, but in their innermost desires, their motivations are always egoistic and their priorities entirely selfish.
Size. Ranges from under 5 to over feet tall 6. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Attack Mimicry. It may learn any spell that have seen cast or any melee weapon attack that have seen used within the last minute. You may only have one spell or melee attack mimicked with this trait at any time, and any attempt to mimic another spell or weapon attack removes the ability to cast the previous spell or use that weapon attack. Charisma is your spellcasting ability for this spell, and no material or somatic components are required. Your proficiency is doubled for the hit roll and added once to the damage in the spell or weapon attack mimicked with this trait. Any weapon attack mimicked can be used with any kind of weapon, but dealt the same damage and effect than the mimicked one.
You may cast this spell once, and regain the ability to cast this spell after you finish a long rest
Elemental Affinity. You can cast the Earth Tremor, Gust of Wind, Fireball and Control Water, you can cast these spells once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.
Fatality. You can cast the Disintegrate, Phantasmal Killer and Power Word Kill, you can cast these spells once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.
Innate Casting. You can cast the Detect Thoughts spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.
Immediate Regeneration. At the start of the turn, if it isn't incapacitated, any amount of damage that was dealt to it in the previous round its restored back.
Ki absorption. You are resistant to any attacks in which Ki was used and if it causes you to make a saving throw, you have advantage in such saving throw.
Monstrosity Nature. For the type of creature consideration, you are considered a monstrosity.
Power Stages. As a powerful race, their skills aren't at max at all times, so, when they really need an edge in any given situation, they can call forth a transformation that grants them benefits:
1. Tank Stage.
Ability Score Increase: Your Constitution score increases by 1. Stage Feature: You gain +1 AC.
2. Climbing Stage.
Ability Score Increase: Your Strength score increases by 1. Stage Feature: You gain a climbing speed of 30 ft.
3. Crunchy Stage.
Ability Score Increase: Your Strength score increases by 1. Stage Feature: you can make a bite attack as an action. This is a melee weapon attack that uses Strength for its attack roll and damage bonus and deals 1d6 piercing damage. If this attack hits a target that is your size or smaller, the target is also grappled.
4. Sword-edge Stage.
Ability Score Increase: Your Dexterity score increases by 1. Stage Feature: You can make an unarmed strike as a bonus action. You can use your Dexterity for its attack roll and damage bonus, and this attack deals slashing damage..
5. Sage Stage.
Ability Score Increase: Your Wisdom score increases by 1. Stage Feature: You gain advantage on all Wisdom-based checks and saving throws.
6. Punchy Stage
Ability Score Increase: Your Strength score increases by 1. Stage Feature: Your unarmed strike becomes 1d4 instead of 1 and you can add double your proficiency bonus of any melee unarmed or weapon attack in hit and damage rolls.
7. Healthy Stage.
Ability Score Increase: Your Wisdom score increases by 1. Stage Feature: Until the stage ends, the aura moves with you, centered on you. You can’t become diseased and also you have resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.
8. Anti-magical Stage.
Ability Score Increase: Your Constitution score increases by 1. Stage Feature: For the duration, each you have advantage on saving throws against spells and other magical effects. Additionally, when you succeed on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throws.
9. Heroic Stage.
Ability Score Increase: Your Constitution score increases by 1. Stage Feature: Until the stage ends, you are is immune to being frightened and gain temporary hit points equal to your Charisma modifier at the start of each of its turns. When the stage ends, you lose any remaining temporary hit points from this stage. 10. Attacking Breath Stage. Ability Score Increase: Your Charisma score increases by 1. Stage Feature: Choose acid, cold, fire, lightning, or poison. Until the stage ends, you can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one. Charisma is your spellcasting ability for this attack. On your turn, you can get into any of these stages as a bonus action. You stay in this stage for 1 minute or until you end it on your turn as a bonus action. You must finish a short or long rest before you can shift again. Though, within that minute you can change between Stages as a bonus action. Optionally, you can choose to use the next Super Stages:
1. Dragon Stage.
Ability Score Increase: Your Strength, Constitution and Charisma scores increases by 1. Stage Feature: You grow hardened scales. While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit. You can grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.
2. Celestial Stage.
Ability Score Increase: Your Constitution and Wisdom scores increases by 1. Stage Feature: Two luminous, incorporeal wings to sprout from your back. You have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.
3. Illuminated Stage.
Ability Score Increase: Your Constitution and Wisdom scores increases by 1. Stage Feature: You shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level..
4. Primal Beast Stage.
Ability Score Increase: Your Strength and Constitution scores increases by 1. Stage Feature: Fur covers your body, your facial features become feral, and you gain the following benefits: Your walking speed increases by 10 feet. You gain darkvision with a range of 120 feet. You make Strength—based attack rolls with advantage. Your melee weapon attacks deal an extra 1d6 force damage on a hit.
5. Great Tree Stage.
Ability Score Increase: Your Dexterity and Wisdom scores increases by 1.
Stage Feature: Your skin appears barky, leaves sprout from your hair, and you gain the following benefits: You gain 10 temporary hit points. You make Constitution saving throws with advantage. You make Dexterity- and Wisdom-based attack rolls with advantage. While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.
The mechanics are the same as the above stages, but in order to use these you will get one level of exhaustion for each turn you are in any of these stages, but the effects of the exhaustion will manifest after the minute has passed or the Stage is dismissed as a bonus action.
Summoner Aptitude. You can cast the Find Greater Steed, Summon Greater Demon, Conjure Elemental and Conjure Fey, you can cast these spells once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.
Languages. You can speak, read, and write Common and you can also communicate via telepathy to any creature with intelligence of 6 or more that know at least one language in a 30 feet radius.
Bullet-kin[edit]
This is for a modern setting or one with many guns.
Ability Score Increase. +3 Intelligence -3 Strength because they are bullets and they are small limbed.
Age. due to them being bullets they don't really age only rust after a long time
Alignment. mainly neutral some can be more aggressive and be neutral evil
Size. these things are tiny and light they are about 1 and a half feet in height
Speed. Your base walking speed is 20 feet.
Metal bod. anytime they walk they make a slight clinking sound other than being really annoying pretty much anyone in a 20 foot radius can hear it
Gun Nut. They love guns and can identify and kind with ease and use them effectively and depending on the gun making their hit chance with any gun +2
FIRE!!!!. depending on the type of bullet they will shoot themselves at enemies hurting themselfs for 1 d6 but hurting the enemy for 2 d10 this can be used once per day
No Anatomy. they need no food or water they cant bleed and they cant be poisoned
Timidness. they are easily scared and get nervous if hey talk to new people their first instinct is to run during encounters or seeing someone that's not their masters or one of their own
Bullet Force. never runs out of ammo yay
Languages. Bulletish plus one of your choice
Shotgun Slug[edit]
Ability Score Increase. +2 to Strength
FIRE THE SHOTTY!. this works only with shotguns and they hurt themselves for 2 d6 but do 4d10 damage only once perday
God[edit]
Since gods are well gods they get lots of overpowered abilitys
Ability Score Increase. All your ability scores get +30
"Since you are a god your ability scores are ridiculous"
Age. Gods are immortal and do not age. They can however make themselves look younger or older
Alignment. Gods can be any alignment
Size. Since gods can control their appearance so they vary a massive amount in height and weight your size is up to you and you can change it as a bonus action.
Speed. Your base walking speed is 120 feet. You are not affected by terrain differences, and you can teleport anywhere in the multiverse as a bonus action.
Creator. You have all feats, boons, proficiencies, your proficiency bonus is +∞ rather than what it would be at your level, your attacks always hit, you can create any object at will, you can reroll any dice as much as you would like, you count as being lvl 20 in every class and all of their subclasses, have unlimited spell slots, have access to all spells, can gain the benefits of short/long rests at will, can create new racial traits for yourself at will, and you are worshiped by 100d100x100+1d100 people for each year the campaign you are playing has gone on people who will give their lives to protect you
Shapechanger. You know True Polymorph and can cast it at will.
Personal plane. As a god you have a personal plane you can shape a modify at your will. You cannot die here, can control everything that happens here, and no magic or creatures can enter without your permission. You can choose where to appear from if you exit this plane.
Immortal. You are immortal you cannot die of old age or be killed. If you are somehow killed, instead of dying you go back to your personal plane.
Reshape. You may reshape the land around you in a 20 mile radius around you however you like.
God's weapon. You may hold any type of weapon using only one hand, regardless of if that weapon has the heavy and two-handed trait. and the damage die used for a held weapon is changed to a 1d20
Languages. Gods can speak all languages, and understand all as well
Dracowerepyre[edit]
Ability Score Increase. Your Strength score increases by 4 to a maximum of 22, your Dexterity score increases by 4 to a maximum of 22, and your Constitution score increases by 2 to a maximum of 22.
Age. Dracowerepyres are immortal.
Alignment. Dracowerepyres inherit many of the same personality traits as they had while as their original race, however their previous alignment is heavily pushed towards lawful evil following their transformation.
Size. Dracowerepyres have a similar size to ents. Your size is Large, meaning that, on average, you are around fifteen (15) feet in height.
Speed. Your base walking speed is 60 feet, and your base flying speed is 90 feet.
Titanic Constitution. Dracowerepyres are creatures of nearly gargantuan size and design, boasting an imposing visage befitting of their extremely advanced musculature, internal functionality, and overall processing. You gain immunity to Diseases, Poisons, and resistance to all non-Magical damage. You gain proficiency in the Athletics and Acrobatics skills. Your Hit Points increase by 100 permanently. You do not need to eat, drink, breathe, or sleep.
Vampiric Consumption. As inherited from your otherwise mundane Vampiric origins, a Dracowerepyre can use its massive fangs to drink the blood of other living creatures for healing. Consumption of blood for the purposes of healing yields 2d6+2 Hit Points per pint of blood consumed.
Feral Combat. As inherited from your otherwise mundane Lycanthropic origins, a Dracowerepyre possesses superior natural combat abilities. You possess a special bite and claw attack. Your bite attack deals 3d10+2 piercing damage, and your claw attack deals 3d8+2 slashing damage. These attacks are considered magical.
Draconic Design. You possess a set of draconic-like wings that permit flight at a speed of 90 feet. You can read, write, and speak Draconic in addition to the languages known prior to one’s transformation. You possess a special necrotic breath ability that can be cast out in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 4d10 necrotic damage on a failed save, or half as much damage on a successful one.
Superior Darkvision. You possess Darkvision up to 120 feet.
Superior Senses. You possess supernaturally heightened senses, allowing for incredible sight and hearing. You gain proficiency in Perception, and an additional +2 for Perception checks that specifically involve sight or hearing.
Mundane Disguise. Thrice per long rest, you can shapeshift into the form you held prior to your transformation. While in this form you cannot use bite, claw, or breath attack, and you cannot fly. This form lasts indefinitely, and cannot be magically dispelled or undone by any form of spell or warding.
Inherited Weaknesses. A hybrid of three great creatures, and as such one inherits weaknesses from all forms. You are Vulnerable to Radiant damage, and damage from silver weapons. You can never be resistant or immune to Radiant damage or damage from silver weapons.
Serious Page. You are immune to all damage and effects from any page with the {{April Fools}} tag. If you have the {{April Fools}} tag applied to you, you may remove it as a free action.
Languages. {{{languages}}}
Conqueratomurs[edit]
A powerful Race of Shapeshifters who love everyone and destroy everything is in their way
Ability Score Increase. Your Strength and Dexterity score increases by 3, your Constitution increase by 5, your Intelligence increase by 2, you Wisdom decrease be 2 and your Charisma score increases by 10.
Age. They became adult when the momemt come, their lifespan is around 100000000000
Alignment. They love everyone and help him is he is in difficulty, but are extremely possessive and jealous about everything
Size. Large
Speed. Your base walking speed is 90 feet, your swimming speed is 60 feet as same of the crow speed, you can change shape and change ONLY the speed velocity and Dexterity modifier.
Colorful Greater Dark vision of the Rune keeper. You can see in dim light within 240 feet of you as if it were bright light, and in Darkness as if it were dim light. You can also read any languages.
Shape-shifting. You can change your form at will
Fire breath. You can use your action to exhale destructive energy, 8 meters, you can chosse the color and the shape of the exhalation.
When you use your breath weapon, each creature in the area of the exhalation must make a saving throw in Dexterity. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 fire damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. Recharge after 5-6 turns and you can use it again, per a number of times equal to the on of the Charisma modifier (minimal two). Every use can be regained ofter finishing a short rest
Solar beam. You can fire a focused beam of energy out of your eyes in a straight line for up to 15 feet that does 3d4 fire damage. The enemy must make a Dexterity save (dc=10 + Charisma modifier) or take half damage. You may use this ability a number of times equal to your Charisma modifier. You regain all expended uses after a long rest
Self Petrifying. You petrifies yourself (and became immune to thunderous and lightning damage) at command (you can also unpetrifie yourself if you are obligate or forced to)
Mythril bones. When falling you can roll 1d8 + your level to reduce the amount of fall damage you take, additionally, if you are running the Improved criticals module
you can not have your bones broken by the major injury chart.
Toxic blood. You are immune to disease and poison.
Mettalic skin. Your Armor Class permanently increases by 1.
Silent Hunter. Members of this race reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number
includes the penalty reduction from this trait).
Languages. You can speak and read all languages but you understand only Common and Kobold.
Other trait[edit]
Jungle born. Members of this race can move through a jungle terrain at their normal speed, Perception and Stealth are always class skills for members of this race, they also are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces if are climbing on trees.
Ferocity. If the hit points of a member of this race fall below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. It still dies when its hit points reach a negative amount equal to its Constitution score.
Illusion Resistance. Members of this race gain a +2 racial bonus on saving throws against illusion spells or effects.
Darklands Stalker. Members of this race can move unhindered through difficult terrain while underground. In addition, members of this race with a Dexterity score of 13 or higher can move across a single obstacle.
Olympic. Members of this race gain a +10 foot racial bonus to their speed when using the charge, run actions, when making Acrobatics checks to jump are always considered to have a running start.
Fast healing. Members of this race regain 5 hit point each round. Except when recharge hit points lost from starvation, thirst, or suffocation, fast healing is just like natural healing, it allow a creature to regrow lost body parts. Fast healing continues to function (even at negative hit points) until a member of this race dies, at which point the effects of fast healing immediately end.
Fearless. Members of this race gain a +4 racial bonus on all saving throws against fear effects.
More trait[edit]
Ferrous Grow. Once per day, a member of this race can cause a touched piece of iron or steel to grow into an object weighing up to 10 pounds, such as a sword, crowbar, or light steel shield. This object remains in this form for 10 minutes or until broken or destroyed, at which point it shrinks back to its original size and shape.
Master Forger. Members of this race gain a +5 bonus on Disable Device. They also are treated as proficient with any
weapon they have personally crafted
Terrifying Croak. Once per hour as a standard action, a member of this race can emit a thunderous croak. Any creature n must make a successful Will saving throw (DC 10 + 1/2 the user's character level + the user's Charisma modifier) or become shaken for 1d6 rounds. A target that successfully saves cannot be affected by the user's terrifying croak for 24 hours. Creatures that are already shaken become frightened for 2d6 rounds instead. This is a sonic, mind-affecting effect.
Elemental Summoner. Choose one of the following elemental subtypes, air, earth, fire, or water. When summoning a creature with the chosen subtype with a summon spell, increase the duration of that spell by 2 rounds.
Ma'aleca'andrans[edit]
- Edition Warrior: You use 3rd edition statistics and rules even though you're supposed to be making a 5th edition character.
- +10 Intelligence, +12 Wisdom, +6 Charisma. See the physical traits below
- Humanoid, Outsider
- medium size
- Martian Vision: Eyesight which extends beyond the visible spectrum, great visual acuity, and allows sight through most objects and barriers. Martian Vision is also similar to Kryptonian heat vision, projecting torrents of concentrated microwaves that varies in temperature; the temperature can range from minimal warmth (no damage) to enough heat to melt stones, vaporize organic structures and demolish buildings (10d20 HP damage).
- Flight: The ability to defy gravity and fly through sheer force of will. This ability is psionic in nature, and functions similarly to tactile telekinesis. Flight speed (perfect manoeuvrability) 60000 feet per round
- Invulnerability: With the exception of fire, they are invulnerable to nearly all physical attacks. This is due primarily to their shape-shifting talents and the ability to increase the density of their molecular structure. +60 bonus to natural armor, damage reduction 40/magic or fire
- Malleable Form: Psionic control over their physical form, even down to the molecular level. As a form of shape-shifting, this power enables a Martian to contort their physical structure to adopt human form, elongate limbs, grow to immense size, and so on. They can also change the substance and material from which their body is made of. This allows them to produce weapons and clothing of any type. They can maintain the selected form for an indeterminate amount of time without undue risk or strain. This ability allows for the following powers:
- Intangibility: The ability to decrease their molecular density to become incorporeal and thus able to pass through solid objects, as well as increase it to become tougher and stronger.
- Invisibility: The ability to bend light waves around their bodies, rendering them invisible to most forms of human detection. Through this byproduct of shape-shifting, they can also alter their body's temperature, allowing them to become invisible to most forms of electronic detection. While invisible, a +20 bonus on Hide and Move Silently checks.
- Size Alteration. Can varied one size from Fine to Colossal
- Regeneration: The ability to rapidly heal wound, from minor cuts to regrowing lost limbs. This include the regrowth of major body parts such as the head, heart, or similat primary organs. Regeneration 20/magic or fire, fast healing 1
- Self-Sustenance: Negating the need to consume food or drink. This also eliminates the need to produce waste.
- Superhuman Speed: Either through flight or natural movement, they can maintain the speed and reflexes far in excess to that of a standard Earth human. This power also conveys: Superhuman Agility, Superhuman Reflexes. Base land speed 60000 feet per round, +60 Dexterity, can act four times per round
- Superhuman Endurance: Their endurance is just as formidable as their strength or invulnerability. When not in the presence of fire, they can operate under extreme conditions for an indeterminate period of time without showing signs of fatigue. The exact range of this power is unknown. When in the presence of fire, this endurance diminishes greatly. +60 Constitution
- Superhuman Strength: While the exact range of magnitude of a Martian strength is unknown, it is generally accepted that their strength levels easily surpass the capacity to lift 100 tons. This ranks them in the same strength level as a Kryptonian under a yellow sun. +100 Strength
- Telepathy: The ability to read the minds of others and project their thoughts to varying degrees. They can also project their mental essences into a gestalt community known as the "Great Mind". Through this, the community can enhance the telepathic strength of other Martians. This power can also enable them to reverse the effects of amnesia or psychological brainwashing. A Martian is expert with telepathy. Some Martians can use their ability with such precision that they can extract repressed memories from a subject regardless of how dormant the memory may lie.
- Mind Control As an extention of their telepathic powers, they can also use the ability to alter a subject's psychological profile, enabling them to manipulate, and in some cases, outright control their chosen target. This practice is greatly discouraged however, and only rarely used.
- Telekinesis: The ability to move and manipulate objects or people and make temporal shield or powerful push with their mind. But the Martians normally used this ability for flight. Works simialrly to greater telekinesis, except they can affect 3000 lbs per HD, and there is no limit to maximum HD which by the capability is calculated.
- Vulnerability to Fire: Martians are much more vulnerable to fire than the average Earth human. Suffer 400% damage from fire, permanently fatigued while exposed to fire, because that totally balances out being basically immune to everything else.
- LA: +60
Unidragowolfoxcat (UDWFC)[edit]
- +10, +8, +6, +4, +2, and -4 all put into the 6 stats. You choose which of the stats to add and which one to subtract from, as long as no stat gains a bonus and/or penalty more than once.: This is because the wizards whom created them were trying to perfect a subject but usually got the same results, but in different stats. Some stronger than others, whilst some could solve equations faster than an arrow.
- Aberattion (Shapechanger): Their anatomies are completely wack and this is the only VIABLE choice
- Fine - Collassol : They change forms constantly. Their natural form is Medium.
- Unidragowolfoxcat base land speed is 40 ft. Fly Speed 30 ft (clumsy)
- Shapechange (Ex): 10/day allow full shape changing into whatever as Polymorph spell, but also allowing objects and other things.
- Breath Weapon (Ex): 1/hour up to a maximum of 3/day allow a breath weapon of any type, or even of combined types, dealing 6d6 of that/those energy type(s) damage to an enemy in a 60 ft cone or 120 ft line.
- Omni-Planar Existance (Ex): When travelling to another plane, the character always acts as if they are from that plane
- Spell-Like Ability: 1/month — Wish. Caster level is 20th.
- Automatic Languages: Common, Draconic, Celestial, Feline, and Canine. Bonus Languages: Any (INCLUDING Secret Languages like druidic, except costing the cost of 2 bonus languages instead of 1)
- Favored Class: Any
- Level Adjustment: +10
Generic Anthropomorphic[edit]
You belong to a race of furry humanoids. The race is made unique by being a unique animal human mix that hasn't been done before. No I have not checked the other races available on the wiki and have already made 2 sentances explaining all their lore.
Ability Score Increase. Your Strength, Dexterity, or Constitution score increases by 2 and your Charisma, Intelligence, or Wisdom score increases by 1.
Age. Generic Anthropomorphics tend to live around the same amount as humans.
Alignment. Generic Anthropomorphics tend to be Chaotic Neutral due to their animal like nature. That is just the way they are.
Size. Generic Anthropomorphics tend to be Medium or Small depending on what animal human mix the race uses. Often they are still Medium sized regardless of what animal the human mixes with.
Speed. Your base walking speed is 35 feet. You have a climbing, swimming, or flying speed of 50 feet.
Darkvision. Template:5e Darkvison
Claws and Bite. You have natral weapons and you can attack with. They deal 1d10 damage of some type. If your Generic Anthropomorphic is fast you can also use claws or bite as a bonus action.
Enhanced Senses. You possess animal senses, which allows you to hear and see things. You add +4 for Percpetion made using your sight or hearing.
Natural Armor. You have fur and are animal like so your AC is better. Your AC is equal to 10 + Dex + Con while unarmoed.
Special Trait. You spend movement on intitaive to dash under and attack creature you see. They automatically take 2d10 + level damage. Usable twice per short or long rest.
Languages. You can speak Common and Seryarv, the langauge of your people. You can not read or wright because you were never taught to.
Varient-Kin, Four Hundred Billionth Variant[edit]
Built off the cadavers of a long dead race, these incredibly powerful but short lived people Are short lived and have no weakness.
Ability Score Increase. Your Constitution, str, intelligence, increases by 2, and your
Age. The Variant-Kin live Long Lives and Cannot Die
Alignment. They are Lg
Size. The size of a Variant-Kin depends heavily, but it tends to be Huge. 11ft.
Speed. Your GROUND speed is 40 feet or 15 meters.
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. replace everything with 400 ft
Definetly Reasonable Later Addition. you have a breath attack which deals 20 damage. At level 8 this becomes 40 use the Dragonborn table for damage typing.
Screwed Up Formatting. You have resistance to IMPct AND fire damage.. {{{description3}}}
A Weirdly Untouched Trait. During a long rest, you may reattach one limb to your body, if you had lost it. This limb does not have to be yours, and it returns to full functionality when you do this.
Complete Nonsense. You have the magical adept feat and you instead learn the thunderbolt spell from it and it is you can cast every week.
Languages. You can read, speak, and write common and you can use telepathy on anything within twelve 100 feet. As a free action
The Anti-God[edit]
You are a being designed to take down whole panthens of gods- the anti-god. You are so powerful you can kill gods with a touch and no mortal can even harm you.
Ability Score Increase. All of your ability scores become a 30, and they can never be reduced by any means.
Age. You live as long as there are gods in the world.
Alignment. You are chaotic Neutral. You have one purpose- to kill all the gods.
Size. You are over 300 feet tall. Your size is Gargantuan.
Speed. Your massive feet allow you to walk 120 feet per turn, and you can fly 45 feet per turn.
Truesight. You have infinite truesight, and you can see through walls.
Immortal Skin. You have immunity to all damage types. When you take damage from deities, you regain a number of hitpoints equal to the amount of damage you would have taken.
Powerful Punch. Your fists are a natural weapon attack. + 150 to hit, and 40d100 damage on a hit.
Godslayer. When you touch a deity, they die.
No Mortal Being. You can't be affected by any spell, and spells bounce off of you.
Languages. You can speak every language, and you can read the minds of every creature within 10,000 miles of you.
Arch Angle[edit]
I shall lead your men to victory. I am thy servant i am thy hand to command. I move only to serve you, I breathe only to say your name, I see to overlook your world and bring down justice to it all.
The lord i serve is the only true god. You are the one that created me as i have appeared before the i shall serve till my last breath and fight for your cause.
Note at one of the D&D comicons a wizard of coast writer did say even though this is home brew it isn't op and can be used in campaigns. I got it personally first hand source
An Arch Angel is a 12 winged angel which is the closest to their Gods. They are the personal messengers and fighters that lead the army that the gods use if there were ever to be a war. However some are used to do other missions for their deity. Depending on the Deity the Arch Angel gains a bonus to their modifier. if they are anything from Lawful Good to Chaotic Good get +5 to intelligence modifier, if they are Lawful Neutral to Chaotic Neutral then get +5 to Wisdom and lastly Lawful Evil to Chaotic Evil gain +5 to charisma modifier. They don't have to serve a god if their god leaves, dies or think their good is wrong.
- +10 Str, +10 Dex, +8 Int, +8 Wis, +10 Cha: Archangels gain a single domain from their deity and stacks with other cleric domains acquired.
- Size: Medium.
- An Archangel is considered one size category larger for purposes of carry weight and wielding weapons
- All HD becomes D12 regardless of class.
- Racial Hit Dice: An archangel begins with five levels, which provide 5d12 Hit Dice, a base attack bonus of +5, and base saving throw bonuses of Fort +4, Ref +4, and Will +4.
- Racial Skills: An archangel’s levels give it skill points equal to 8 × (8 + Int modifier).
- Racial Feats: An archangel’s levels give it five feats.
- perfect shapeshift: You can change your physical form to any other creature at will.
- Tear of youth: Arch angels are able to make a potion by using their tears to make a potion of youth that makes a person 1 year younger per potion. This may be applied via skin contact.
- Gate[1]: Able to create a disk to allow travel between planes or on planes has a maximum range of 100ft + 10 per level.
- Perfect maneuverability: Arch angel is able to fly perfectly and is not affected from exhaustion.
- Arch Angel's base land speed is 100 feet while flight speed is 250 feet
- Body of power(EX): As a free action Arch Angels have +15 to all stats, +20 to their AC for 10 turns and increases the base speed by 100 feet however after activating this ability the Arch Angel is unable to do anything as they go into a coma for a full day.
- Weapon Proficiency: Arch Angels are proficient with all martial weapons and magical weapons.
- Armor Proficiency: Arch Angels are proficient will all light, medium and heavy armor.
- Natural Shield aura: A Arch Angel is automatically has an natural shield which gives a +10 to armor bonus to it's Natural Armor bonus.
- Low-Light Vision: Arch Angels can see 200 feet in starlight, moonlight, torchlight, and similar conditions of poor illumination. He or she retains the ability to distinguish color and detail under these conditions.
- Darkvision: Arch Angels can see 150 feet in complete darkness. Contrary to expectations, he or she retains the ability to distinguish color and detail under these conditions.
- Leadership: Are able to attract followers. This can be used as a racial skill Leadership (3.5e Feat).
- Calming Aura: All creatures that enter this area becomes very neutral and do not attempt to attack other creatures. They must make a will save of 16dc + wisdom bonus. The range of the aura is 40 feet + 5 feet per level.
- Dominate Being:You can control the actions of any creature through a telepathic link that you establish with the subject’s mind.
- Pray: Angels heals all negative status effects once per day.
- Resurrection: Angels are able to resurrect themselves and any other class except for demons or chaos aligned monsters as long as they are still aligned to their god, This can only be used 3+level times a day.
- Reflect(EX): Angels are able to propel a defense barrier around them that will reflect any to all attacks that are targeting them, however this ability may be used only three times a day as it is extremely tiring for the Angel.
- Fear Aura(Ex): Enemies of Arch Angel, who clearly sees a Arch Angel at a distance of max. 40 ft is terribly frightened by the appearance of the being. Creatures with equal or less than 1/4 of the Arch Angel's HP have to make a fortitude save or die instantly. Creatures with at least one more HP but only up to one half of the Arch Angel's Hp have to make the save to avoid being panicked. Success means, that they are shaken. Creatures with more HP are shaken if they don´t succeed the save. The DC is equal to 10+1/2 HP of the Arch Angel's + his Cha modifier.
- Perfect Recovery: As a bonus action Arch Angels are able to heal any target as though a week has passed by.
- Time Stasis: As a swift action Arch Angels are able to create a space where time goes by with 1 minute being a week inside the selected area being up to 100 +10 per level feet wide and long.
- Mass healing: As a full round action Arch Angel are able to heal all allies in a radius of 50 feat + 10 per level 5d10 + 1d10 per level.
- Quick heal: As a swift action Arch angels are able to heal 2d6 + 1d6 per level.
- Invisibility: Arch Angels are able to become invisible.
- Regenerate: Angels are able to regenerate lost limbs and wings after 10 minutes of rest
- See Invisibility(Ex): An Arch Angel can automatically see every creature under the effect of invisibility spells.
- Finger of Death: Arch Angel can slay any one living creature within threat range. The target is entitled to a Fortitude saving throw to survive the attack. If the save is successful, the creature instead takes 5d8 points of damage +1d6 point per level (maximum +100).
- Knowledge: Angels gain a +10 to all Knowledge Religion checks.
- Blinded: Angels cannot be blinded.
- Holy: All Angels may choose to make any and all of their damage of the Holy Subtype.
- Automatic Languages: Celestial, Common. Bonus Languages: Any.
- Favored Class: Any.
Normal Traits[edit]
- 1. A +10 to Heal. The Heal skill is a considered a class skill.
- 2. A +10 to Listen. The Listen skill is a considered a class skill.
- 3. A +10 to Sense Motive. The Sense Motive skill is a considered a class skill.
- 4. A +10 to Diplomacy. The Diplomacy skill is considered a class skill.
- 5.An Archangel gains healing abilities. This healing is a supernatural ability and may be performed as a swift action and resets each morning. The Angel may perform healing as if the spells of any of the following: Cure Serious Wounds 22/day, Cure Critical Wounds 18/day, Mass Cure Light Wounds 12/day, Regenerate 10/day, Heal 7/day.
- 6. Arch Angels Angels negate 90% of Unholy Damage, and takes absolutely no holy damage.
- 7. Immunity to Ability Drain.
- 8. Immunity to Transmutation (petrification/poly morph).
- 9. Immunity to all Non-Magical Disease
- 10. Immunity to Mental Effects.
- 11. Immunity to Energy Damage
- 12. Immunity to non-magical Damage
- 13. Immunity to all elements
Random Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
5-7′ 1-11'' | +1d4 | At Most 140 lb. | × (I refuse to put one here since their not fat at all) lb. |
*Height = base height + height modifier |
BloodMaster Dragonmancer v2.0[edit]
This class can only be taken by an DuelSoulBlade Shadow Vampelf. When you gain a level you can also gain a level in BloodMaster Dragonmancer v2.0.
Creating a Class[edit]
As a BloodMaster Dragonmancer v2.0 you gain the following class features.
Hit Points[edit]
Hit Dice: 1d4 per BloodMaster Dragonmancer v2.0 level
Hit Points at 1st Level: + Constitution modifier
Hit Points at Higher Levels: 1d4 (or 3) + Constitution modifier per BloodMaster Dragonmancer v2.0 level after 1st
Proficiencies[edit]
Armor: Heavy
Weapons: short sword, long sword, great sword, only swords basically. And katana.
Tools: BloodMaster's Tools
Saving Throws: Wisdom, Constitution, Dexterity
Skills: Heal, Swords, and choose 5 from Wisdom, Tools, Endurance, Sneak Attack, Spot, Crafting, None or Hacking
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Sword of Moar Damage or (b) Dagger of Oooh Sneaky Stabs
- Dex based long sword
Level | Proficiency Bonus |
Spells Known | Spell Slots | Slot Level | Features | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||||
1st | +2 | 2 | 1 | 1st | Copy Error, Extra Attack, Sneak Stab | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | 3 | 2 | 2st | Blood Stuff, Ongoing Surge | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | 4 | 2 | 2nd | Experienced Fighter, Nothin personnel... kid..., Undead Traits | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | 5 | 2 | 2nd | Ability Score Improvement, Ability Score Improvement, Bonus Feat | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | 6 | 2 | 3rd | Dragon Get, Rock Armor | 4 | 3 | 2 | — | — | — | — | — | — |
Extra Attack[edit]
When you make an attack you can attack again.
Copy Error[edit]
When you copy-pasted your class from another page's edit screen, you forgetfully left in some text. Now you have a feature that makes no contextual sense, and that feature is...
- Hidden Ship
Your ship is hidden in a location that you and your DM agree on. It is disguised such that a DC 20 Perception check is required to spot it. It provides a workspace and living area roughly 30 by 30 feet. It indefinitely provides warmth, shelter and food for up to 5 Medium creatures.
You can repair your ship as a downtime activity. This requires 25,000 gp worth of construction materials. You make progress in 25 gp increments, spending that amount for each day of work, assuming you work for 8 hours each of those days.
The completed ship is a Huge object that grants total protection to you and four passengers. It has AC 19 and 150 hit points. It has a cruising flight speed of 200 mph requiring no fuel. Work with your DM to decide if the ship is capable of leaving the planet, and if so what special fuel is required.
Sneak Stab[edit]
When you surprise a foe from behind and you are hidden and they can't see you, you do +6d6 stab damage. This is a lot, but it's okay, because you only have d4 hit dice. Then you make a Dexterity save vs. the target's CR + 10 and roll d20. If the d20 beats teh result you stay hidden.
Blood Stuff[edit]
At 2nd level you can cut yourself for 2 health untyped damage and gain one of the following benefits:
- Your weapon deals +1d8 blood damage
- You gain 2d6-2 hit points
- Aura of blood you ge ta +2 natural AC boost.
Ongoing Surge[edit]
At 2nd level you gains the Action Surge class feature, providing the benefit of the feat with the same name. Additionally, when you use your Action Surge, you gain the following benefits:
- You gain an extra usage for your Action Surge.
- When using your Action Surge to make an Attack action, you instead of attacking once you can attack twice.
- When you roll for initiative and have no Action Surge remaining, you regain 1 Action Surge before entering combat.
Experienced Fighter[edit]
At 3rd level, you double all XP you receive from combat.
Nothin personnel... kid...[edit]
At 3rd level you can use your bonus action to teleport behind a creature within 120 meters or yards of you and make an attack with advantage.
Undead Traits[edit]
At 3rd level you are half dead and half alive but in a cool vampire way not a stupid zombie way. You gain resistance to ice damage and frost damage. You do not need to eat, sleep, urinate, you do not age and you cannot be made to magically age or magically sweat. You are immortal and must drink a blood every day. You can carry 4 potions of blood which you can drink consuming action.
Ability Score Improvement[edit]
At 4th level, 2 of your stats go up by 1 or 1 of your stats goes up by 2.
Dragon Get[edit]
At 5th level, you get a dragon companion. This is a young dragon. At 10th level it becomes an ancient dragon and at 15th level it becomes a great wyrm. WARNING this might slightly overpower you compared to the other players but this is for deliberately overpowered campaigns. This class is a boss killer. When your party encounters a boss, your dragon will kill it for you. To balance this, the DM will give the other players more magic items. You control the dragon in a non-specific way. The DM will tell you how it works. Dragons. I'm so excited about my players having dragons that I'm too tired to design this properly. I think rangers have a beast companion or something.
Rock Armor[edit]
At 5th level you gain large resistinaces to pierceing, slashing as well to some magics.
Sword of Moar Damage[edit]
The sword of Moar Damage is a unique item that only a BloodMaster Dragonmancer v2.0 can have. It is an oversized greatsword that you can wield in one hand and it does 3d6+2 slashing damage. It is a +3 magic weapon. It has a crit range of 17-20. It deals the maximum damage and on a hit it deals an extra 1d10 fire damage. You are proficient with it.
Dagger of Oooh Sneaky Stabs[edit]
The dagger of oooh sneaky stabs is a curved black dagger that is a +3 dagger. If you attack a creature you have surprised, the target makes a DC 21 Wisdom save. On a failure, the target is surprised and unaware of you and you stay hidden. You do sneak attack damage like a rogue of the same level and you do +2d6 sneak attack damage. If you already have Sneak Attack you do another +5d6 sneak attack damage.
Back to Main Page → 5e Homebrew → Races