cross-posted from: https://lemmy.world/post/1155710
Spiderfolk playable race
The spiderfolk are a species of bipedal, six-armed humanoids characterized by their spider-like features. They are commonly feared by society, although usually, their fear is unjustified as the spiderfolk are not automatically evil by default).
As is the case with all of my work, feel free to adapt this race to better fit your campaign setting!
Sorcerous Origin: Blade Lord’s Creation
Description: You were created or altered by the lord of blades (from the Eberron setting) to be the most elite soldier for his army, an expert combination of swordsmanship and spell casting.
- Weapon proficiencies: Starting at 1st level, you gain proficiency with simple and martial melee weapons.
- Expanded spell list: The Blade Lord lets you choose from an expanded list of spells when you learn a sorcerer spell. The following spells are added to the sorcerer spell list for you.
1st level spells: compelled duel, wrathful smite
2nd level spells: branding smite, magic weapon
3rd level spells: blinding smite, elemental weapon
4th level spells: death ward, staggering smite
5th level spells: banishing smite, dispel evil and good
- Caster’s flurry: Starting at the 6th level, whenever you take the attack action on your turn, you can choose to expend 2 sorcery points to make a number of additional attacks equal to the number of sorcery points you spent minus one. The maximum number of sorcery points you can expend increases at higher levels: 3 points at the 10th level, 4 points at the 15th level, and 5 points at the 20th level.
- Spell blade: Starting at the 14th level, when you hit with a melee weapon attack, you can choose to expend 1 sorcery point to make the damage type of the weapon change to a type of your choice for one minute. Regardless of if you spent a sorcery point, your melee weapon attacks count as magical for the purpose of overcoming resistance and immunity.
- Mage’s strike: Beginning at the 18th level, whenever you hit with a melee weapon attack. you can expend 1 sorcery point to add your charisma modifier to the damage (in addition to any other relevant damage modifiers).
As with all of my homebrew, please feel free to make alterations as needed for it to fit into your campaign setting. Additionally, as subclasses are a little more complicated than subraces, feel free to ask me questions if there is anything you don't understand.
Mirror-folk playable race
Mirror-folk are strange creatures, capable of ignoring physics. They can perform unnatural acts, despite having nothing in their body that would allow for such abilities. After performing an autopsy on one, it was revealed that they don’t even have organs, veins, or muscles.
As was the case last time, feel free to adapt this race to better fit your campaign setting!
Myconid playable race:
Ability score increases: Your Wisdom score increases by 2 and your strength increases by 1.
Age: A Myconid reaches maturity at the age of 6 and generally lives about 24 years.
Alignment: The majority of myconids have a strong sense of loyalty to their colony, making them typically lawful in nature.
Size: Myconids range from 4 to 6 feet tall and weigh from 70 to 120 pounds. Your size is Medium.
Speed: Your base walking speed is 25 feet.
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 colour in darkness, only shades of gray.
Poison touch: Your unarmed strikes deal an extra 1d4 poison damage.
Natural armour: When not wearing armour, your AC is 12 plus your dexterity plus any other modifiers. A shield can still add to your AC.
Languages: You can speak Common and Undercommon
Feel free to adapt these features to fit your campaigns! I will continue to post homebrew as often as possible (hopefully weekly) to try and help keep this community active! If you have any questions, don't hesitate to ask!
@Devil_Master
@lemmy.world