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Homebrew Races

Bullywug

"Life as a bullywug is nasty, brutish, and wet. These frog-headed amphibious humanoids must stay constantly moist, dwelling in rainy forests, marshes, and damp caves. Always hungry and thoroughly evil, bullywugs overwhelm opponents with superior numbers when they can, but flee from serious threats to search for easier prey.

Bullywugs have green, gray, or mottled yellow skin that shifts through shades of grey, green, and brown, allowing them to blend in with their surroundings. They wear crude armor and wield simple weapons, and can deliver a powerful bite to foes that press too close."

- Monster Manual, p. 35

History in the Verdant Vale

Bullywugs are native to the swamps and marshlands around the Great Kráximo Lake. They came into conflict with the Damaring raiders, but would successfully drive them away year after year. This gave them a very low estimation of the capabilities of humans, until the arrival of the Illiakians.

The Illiakians that settled in the region frequently came into conflict with the bullywugs. However, these humans were able to successfully pacify their threat through careful tactics that robbed bullywugs of the advantage of guerilla warfare.

Bullywugs continue to inhabit the swamps in the kingdom of Irinia, but are considered only a minor nuisance by local authorities. Their chieftains will sometimes demand tribute or tolls to use bridges or waterways, but are easily appeased with trinkets and other small gifts. They will occasionally graduate to large scale banditry and menace smaller communities, but are quickly intimidated by garrisons driving them back into the swamps.

Culture in the Verdant Vale

 

Bullywug Traits

Ability Score Increase. Your Constitution increases by two and your Dexterity increases by one.

Age. Bullywugs reach maturity at around age 14 and rarely live longer than 50 years.

Alignment. The average bullywug is neutral and tends to be evil.

Size. Bullywugs tend to be anywhere from 5'4" to 6'0" tall and weight 150 to 240 lbs. Your size is Medium.

  • Height. 5'2" + (1d10)"
  • Weight.140 lbs + ((1d10) x (1d8)) lbs

Speed. Your base walking speed is 20 feet, and you have a swimming speed of 40 feet.

Amphibious. You can breathe air and water.

Bite. Your mouth is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to 1d4 + your Strength modifier.

Long Tongue. As a bonus action, you can extend your long tongue to grap a creature or object within 5' of you. If the creature or object weighs 10lbs or less, you can pull it towards yourself and bite, catch, or swallow whole the target as part of your bonus action.

Speak with Frogs & Toads. When you speak Bullywug, you can communicate simple concepts to frogs and toads.

Standing Leap. Your long jumps are up to 20' and your high jumps are up to 10', with or without a running start.

Swamp Camouflage. You are proficient in Stealth. You also have advantage on Dexterity (Stealth) checks to hide in aquatic or swampy terrain.

Giff

"It's easy to spot the giff in a room: a group of 7-foot-tall, hippopotamus-headed humanoids attired in gaudy military uniforms, with gleaming pistols and muskets on display. These spacefaring mercenaries are renowned for their martial training and their love of explosives."

- Mordenkainen's Tome of Foes, p. 204

History in the Verdant Vale

Giff are exotic among exotic races that can inhabit the Verdant Vale. They are not native to the Material Plane, having traveled from some distant alternate reality. They can be encountered by those who visit other planes, often working as private military or security for powerful figures. Incidents in which giff have appeared in the Vale are often connected to extraplanar activities, either serving as a strike team for a brief mission on the Material Plane or having been hired by someone capable of extraplanar travel.

Culture in the Verdant Vale

The majority of giff encountered have been attached to military units, showing incredible discipline and martial order no matter the odds they face. As mercenaries, they are professionals rather than idealists, serving whoever is able to afford their services regardless of any moral implications. Rarely do they ever break a contract unless the other party has broken it first.

Martial Organization

From birth until death, every giff has a military rank, and they must follow the orders of their superiors. Promotion is achieved by merit, awarded by a superior for valor during combat. Despite their rigid discipline, giff show great devotion to the well-being of their children to ensure that they raise a new generation of capable soldiers.

Giff are highly sought after as mercenaries, valued for their professionalism and skill. They can not be hired as individuals, preferring to work alongside other giff in regiments that function as an extended family. The reputation of the regiment is valued above any individual, as life is fleeting but a regiment can last for generations. Should a regiment be destroyed, the survivors are often adopted by other giff to ensure that talent does not go to waste.

Giff regiments often refuse to fight other giff, being sure to include clauses in their contract stipulating such, allowing them to either sit out a battle or avoid directly engaging another giff regiment. This trait is often used as an effective countermeasure by feuding extraplanar factions. Two factions will have giff on standby, using other resources to harm their opponents in the hope that the other's contract will expire first and they'll be unable to rehire their mercenaries.

Firearms

Giff long ago perfected the use of blackpowder weaponry. They love the boom, flash, and smoke of muskets and explosives, and the bigger the better. This is part of the reason for their popularity as mercenaries, as nothing is more terrifying than when a small group manages to level a fortification with an improvised explosive, then enter the breach with guns blazing.

Aversion to Arcana

A giff's devotion to martial training sometimes comes to the detriment of other skills. Spellcasters are an extreme rarity, as their focus never waivers from military pursuits even for the potential benefits of magic. They are tactically intelligent, but often seem dull-witted to others with more varied interests.

Giff Traits

Ability Score Increase. Your Strength, Dexterity, and Constitution scores each increases by 1.

Age. Giff mature at the same rate as humans, however, they are considered mature by their people at 30 years old. Their lifespan can be as long as 200 years.

Alignment. The average giff is lawful and leans toward neutrality.

Size. Giff average around 7 feet tall and typically weigh between 300 to 400 pounds. You are Medium.

  • Height: 6'6" + (2d6)"
  • Weight: 300 lbs + ((2d6) x 5) lbs
  • Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.

Damage Dealer. Like a hippopotamus in a crystal ware shop, you are naturally adept at damaging things. When you roll a 1 on a damage die for a melee or ranged weapon attack, you can reroll the die and use the new roll. You can do so no more than once per turn.

Hippo Build. You have advantage on Strength-based ability checks and Strength saving throws. In addition, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Firearms Training. You are proficient with both firearms and explosives. You also have advantage with tinker's tools when clearing a jam or repairing a firearm.

Languages. You can speak, read, and write Common and one other language.

Harpy

"Taking glee in suffering and death, the sadistic harpy is always on the hunt for prey. Its sweet song has lured countless adventurers to their deaths, drawing them in close for the harpy to kill and then consume.

A harpy combines the body, legs, and wings of a vulture with the torso, arms, and head of a human. Its wicked talons and bone club make it a formidable threat in combat, and it eyes reflect the absolute evil of its soul."

- Monster Manual, p. 181

History in the Verdant Vale

Legend has that the harpies were created when a lovesick elf and her sisters were scorned by solitary god Fenmarel. Bitter over his rejection, the group used magic to gain wings to chase down the deity, but eventually their mania turned into a deep hatred of other beings. Since then, harpies are little more than a monstrous threat that use their magical song to lure victims to isolated areas to be slain and devoured.

Sometime during the giant empire of Ostoria, certain eccentric giant nobles began the dangerous task of "domesticating" harpies as either exotic pets or winged guardians. Some giants were remarkably successful, creating flocks of intelligent harpies willing to serve their masters. When Ostoria collapsed in the aftermath of the Dragon Wars, most of theses flocks returned to the wild.

One of the most noteworthy flocks in the Verdant Vale is the one at Mount Catháin, servants of the storm giant quintessant Sorcha Catháin. They continue to guard the mountains, but also have friendly relations with nearby settlements. Viewing these villages and hamlets as "vassals" of their patron, they are very protective of these communities in exchange for services the harpies can not provide themselves.

Culture in the Verdant Vale

Harpies found in the wild have no discernable culture, being bestial predators that favor slaughtering sapient peoples over animals. They seem to have an especial fondness for elven flesh, targeting elven adventurers and travelers even when easier targets are available. Some harpies are especially clever in their attacks, possibly being descended from domesticated harpies that became feral.

Harpies of Catháin

The harpies that patrol the mountainous forests near Mount Catháin have a simple culture developed from their original duties in aiding their giantess patron. They are territorial hunters, guarding the area from invasive creatures and hostile enemies. They are lead by an elder matriarch referred to as the Choirmatron, who is assisted the Stormsinger, Harmony-Healer, and Greenmaiden, who respectively serve the roles of chief warrior, shaman, and chief hunter.

The harpies of Catháin follow a strict code of conduct centered around honoring the will of Lady Sorcha. Tenets of their code include such provisions as maintaining good hygiene through social grooming, use of non-lethal tactics to deter trespassers, and an absolute prohibition against the consumption of humanoid flesh. As a result, they are considered to be the most civilized of harpy race and regularly make alliances with nearby mortals. The only significant detriment the at the flock has to nearby settlements is the habitual abduction of male humanoids, especially during the breeding season in late spring.

Harpy Courtship

Harpies are an all-female species that breed true when mating with most humanoid species. Traditionally, harpies would abduct a male and once the courtship was completed, they would promptly devour the victim. Harpies of Catháin still frequently abduct males, especially younger harpies that can have their better judgement overwhelmed by the surge in hormones. In these cases once the courtship is completed, the abducted male is usually allowed to return to his home. The Choirmatron attempts to curb these incidents by entering into arranged marriage contracts with several nearby villages. In exchange, the harpies allow the locals to hunt on the mountain & help to defend the villages from threats like drow, goblin, or orc raids.

Harpy Traits

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

Age. Wild harpies have relatively short lives, reaching physical maturity at 5 years and living at most 30 years. More civilized harpies have a slower development and a longer lifespan, being considered a mature adult at around 10 years and generally living for 60 years.

Alignment. Harpies in the wild are typically chaotic evil. More civilized harpies are neutral with tendencies towards chaos.

Size. Harpies are generally short and lightweight to aid their flight, averaging around 5 feet tall and 75 pounds. Your size is Medium.

  • Height: 4’4” + (2d8)"
  • Weight: 50 lbs + ((2d8) x (1d6)) lbs

Speed. You have a walking speed of 20 feet.

Flight. You have a flying speed of 40 feet. To use this speed, you can’t be wearing medium or heavy armor.

Talons. Your talons 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 bludgeoning damage normal for an unarmed strike.

Alluring Song. Harpies have a natural affinity for music and song. You have proficiency in the Performance skill and advantage on ability checks made with Charisma (Performance) that involve oration or singing.

In addition, you can know the Friends cantrip. When you reach 3rd level, you can cast the Charm Person spell as a 1st-level once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Suggestion spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells, and you can disguise the somatic component of these spells as song.

Languages. You can speak, read, and write Common and one other language of your choice.

Kuo-Toa

"Kuo-toa are degenerate fishlike humanoids that once inhabited the shores and islands of the surface world. Long ago humans and their ilk drove the kuo-toa underground, where they dwell in madness and everlasting night. Kuo-toa can no longer abide the daylight."

- Monster Manual, p. 198

History in the Verdant Vale

In the ancient past, the kuo-toa were a sea-faring race of simple fishermen and merchants. They came into conflict with humanity and the survivors were driven into the Underdark. There they were preyed upon the illithids, enslaved and broken by centuries of experimentation and oppression before being abandoned by their masters.

Alone, the kuo-toa managed to carve out a meger existance in the Underdark's vast network of underground lakes and seas. They united under a fanatical devotion to their deities, inventing many of them out of a desire for something greater to protect them from danger. They have an especially hostile relation with drow, as the dark elves consider them so unpleasant in appearance as to be deserving of extermination.

Occasionally, kuo-toa find their way to the surface through underground caves and rivers. They fear surface dwellers, though they will sometimes take captives back to their villages in the Underdark. Others manage to find acceptance, especially if they are able to put their latent psionic abilities to good use for sailors or coastal communities.

Culture in the Verdant Vale

Most kuo-toa find themselves at the whims of their local religious leader, the Vi-Poolgol. For several months they will live under a rigid theocracy only for the leader to go insane and lead the community into a chaotic frenzy, then return to a more ordered lifestyle after the leader inevitably dies. The consistent factor is that kuo-toa expect merciless cruelty from the outside world, so they show no compassion to strangers.

Religious Fanaticism

Due to the inherent danger of the Underdark and the open hostility of neighboring races, kuo-toa often find themselves without any form of ally. This fosters a culture of religious devotion, calling upon a plethora of deities for aid. The most popular is Blipdoolploop, the Sea Mother, who they hold as a creator goddess. Her origins are unclear, though it is highly likely she began to be worshipped only shortly after their abandonment by the illithids.

Kuo-toan communities have a habit of inventing their own deities, often replacing older ones that have lost their relevance. Easily awed by displays of power, kuo-toa will often create a demigod inspired by a powerful entity or phenomena. If enough members of the community share belief in the new demigod, the kuo-toa's latent psionic power may actually manifest an incarnation of the newborn deity. These deities often have very short lifespans, fading away once a newer demigod becomes popular.

Contagious Insanity

Kuo-toa were subject to tortuous experiments by their illithid overlords, leaving their race not only with latent psionic powers but with shattered minds and souls. The average kuo-toa can be emotionally and mentally very fragile, easily broken if forced to think outside their established preconceptions. A sudden shock or realization can send them spiralling into some form of insanity, from which recovery is often impossible.

A kuo-toa that has developed some form of mental illness risks spreading it among the community like a plague. Their psionic powers and fragile mental health can cause an insane kuo-toa to drive friends and family to similar maddness. Rather than risk the community collapsing, religious leaders often employ a cadre of enforcers named the Blib-sanvu, or Monitors. Monitors are so religiously dogmatic that they are immune to other persectives, allowing them quarantine and exterminate all affected kuo-toa without risking insanity. In the event that a religious leader becomes mentally ill, the results can be truly disasterous should the monitors not percieve the signs before it spreads throughout the community.

Kuo-Toa Traits

Ability Score Increase. Your Strength, Constitution, and Wisdom scores each increase by 1.

Age. Kuo-toa reach maturity at around 5 years and can live for approximately 60 years old.

Alignment. The average kuo-toa is neutral with a tendency towards evil.

Size. Kuo-toa generally are 5 feet tall and weigh around 160 pounds. Your size is Medium.

  • Height: 4'2" + (2d10)"
  • Weight: 120 lbs + ((2d10) x (2d4)) lbs

Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

Amphibious. You can breathe both air and water.

Otherworldly Perception. Due to kuo-toan latent psionic power, you are sensitive to the presence of unseen beings. You are proficient with Perception and can sense the presence of any creature within 30 feet of you that is invisible or on the Ethereal Plane. This grants the following benefits:

  • You have a bonus of +5 to passive perception to sense creatures that are invisible or on the Ethereal Plane within range.
  • You have advantage on Wisdom (Perception) checks to sense creatures that are invisible or on the Ethereal Plane within range.
  • If the creature that is invisible or on the Ethereal Plane moves within range and you succeed on sensing the creatures' presence, you know the direction the creature moved and its current location if it ended its movement within range.

Slippery. You have advantage on ability checks and saving throws to escape a grapple.

Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.

Superior Darkvision. Due to your people's long history in the Underdark, you have superior vision in dim and dark 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.

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

Merfolk

History in the Verdant Vale

Culture in the Verdant Vale

Merfolk Emissary Traits

Ability Score Improvement. Your Dexterity score increases by 2. You can choose to increase either your Constitution or your Charisma by 1

Age. Merfolk have lifespans roughly equivalent to humans, reaching maturity at around 18 years and living up to a century.

Alignment. Merfolk tend to be of neutral alignments, needing to be flexible in their alliances with other aquatic races such as sea elves and tritons.

Size.

  • Height:
  • Weight:

Speed. 10 feet, 40 feet swim.

Deep Sea Resistance. Adapted to even the most extreme ocean depths, you have resistance to cold damage.

Friend of the Sea. Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.

Limited Amphibiousness. You can breathe air and water, but you need to be submerged at least once every 24 hours to avoid taking points in exhaustion. Points of exhaustion taken in this way can be removed by being submerged for 1 hour per point.

Merfolk Training. You have proficiency with the spear, trident, light crossbow, and net.

Merfolk Transformation. Merfolk emissaries are trained to perform a magical ritual that alters their form to better travel on land. Transforming your tail into a pair of legs, your walking speed and swimming speed becomes 30 feet. You can perform the ritual a number of times equal to your proficiency bonus before needing to take a long rest. The ritual takes 10 minutes to perform and can be dismissed with a bonus action.

Underwater Senses. You have proficiency with the Perception skill, and you have advantage on any Wisdom (Perception) check made while underwater.

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

 

Pixie

"Standing a barely a foot tall, pixies resemble diminutive elves with gossamer wings like those of dragonflies or butterflies, bright as the clear dawn and as luminous as the full moonrise. Curious as cats and shy as deer, pixies go where they please. They like to spy on other creatures and can barely contain their excitement around them. The urge to introduce themselves and strike up a friendship is almost overwhelming; only a pixie's fear or being captured or attacked stays its hand. Those who wander through a pixie's glade might never see the creatures, yet hear the occasional giggle, gasp, or sigh.

Pixies array themselves like princes and princesses of the fey, wearing flowing gowns and doublets of silk that sparkle like moonlight on a pond. Some dress in acorns, leaves, bark, and the pelts of tiny woodland beasts. They take great pride in their regalia and beam with joy when they are complimented on their ensembles."

- Monster Manual, p. 253

History in the Verdant Vale

Culture in the Verdant Vale

Pixie Traits

Ability Score Improvement. Your Dexterity score increases by 2 and your Charisma score increases by 1.

Age. Pixies reach physical maturity at about the same age as humans, but typically claims adulthood around the age of 50 and can live to be 250 years old.

Alignment. The average pixie is neutral with a tendancy towards good.

Size. Pixies are around a foot tall and weigh around a pound. Your size is Tiny.

  • Height: 6" + (2d6)"
  • Weight: 8 oz. + (2d6) oz.

Speed. You have a walking speed of 10 feet.

Magical Resistance. You have an advantage on saving throws against spells and other magical effects.

Pixie Dust. You can take one hour to create a pouchful of pixie dust, including during a short rest. As an action, you or a friendly creature can use the pixie dust to cast one of the following spells. When you create the pixie dust, roll a d10 to determine its effect when used:

  • 1 = Dispel Magic
  • 2-4 = Entangle
  • 5 = Fly
  • 6-7 = Phantasmal Force
  • 8-10 = Sleep

When the pixie dust is used, the spell is cast at its lowest level. The spell save DC and spell attack bonus is determined by your Charisma modifier and proficiency bonus.

When you create the pixie dust you can not create more pixie dust until you finish a long rest. After you finish a long rest, any pixie dust you created that has not been used looses its magical effect, essentially becoming scented glitter.

Pixie Magic. You know the Druidcraft cantrip. Starting at 3rd level, you can cast the Dancing Lights spell with this trait. Starting at 5th level, you can also cast the Invisibility spell with this trait. Once you cast Dancing Lights or Invisibility with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Flight. Because of your wings, you have a base flying speed of 30 feet. You can't use this flying speed if you're wearing medium or heavy armor.

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

Sprite

"In secret groves and shaded glens, tiny sprites with dragonfly wings flutter. For all their fey splendor, however, sprites lack warmth and compassion. They are agressive and hardy warriors, taking severe measures to ward strangers away from their homes. Interlopers that come to close have their moral character judged, then are put to sleep or frightened off."

- Monster Manual p. 283

History in the Verdant Vale

Culture in the Verdant Vale

Sprite Traits

Ability Score Improvement. Your Dexterity score increases by 2 and your Wisdom score increases by 1.

Age. Sprites reach physical maturity at about the same age as humans, but typically claims adulthood around the age of 50 and can live to be 250 years old.

Alignment. The average sprite is neutral with a tendancy towards good.

Size. Sprites are around a foot tall and weigh around a pound. Your size is Tiny.

  • Height: 6" + (2d6)"
  • Weight: 8 oz. + (2d6) oz.

Speed. You have a walking speed of 10 feet.

Fairy Martial Training. You have proficiency with blowguns, darts, longswords, and shortbows.

Fey Poison. In their forest domains, sprites brew toxins, unguents, antidotes, and poisons. You have proficiency with poisoner's kits and when you attempt to use a poison you have crafted against a creature, that creature has disadvantage on saving throws against being poisoned or falling unconscious.

Flight. Because of your wings, you have a base flying speed of 40 feet. You can't use this flying speed if you're wearing medium or heavy armor.

Heart Sight. You have proficiency with Insight. Also, you can touch a creature and magically know the creature's current emotional state. If the target fails a Charisma save against your passive Wisdom (Insight), you automatically know the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.

Invisibility. You can cast the Invisibility spell on yourself with this trait. Once you cast Invisibility with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast this spell using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for this spell when you cast it with this trait.

The duration of Invisibility when you cast this spell using this trait is tied to you player level. At 1st-level, the spell can last for up to 10 minutes. For every level after 1st-level, the spell lasts for an additional 10 minutes per level. At 5th-level, the spell can last for up to 1 hour and does not gain any additonal time from any additional levels your player gains.

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


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