Dungeons And Dragons- quinta edición

And no, I’m not talking about the freaking awesome TV show. Not in this post, at any rate.

I picked up the 5th edition rulebooks about six months ago, and they’re awesome. I’ve been working on a campaign setting, which I finally finished. Long lore, long story, not important at the moment.

I came up with a few things for it. This process is also known as “Stealing awesome stuff from books, movies, and other people’s homebrew and then painting over it to make a sketchy totally-not-stolen new item.”

…Anyway, if anyone cares, here are a couple things I came up with. Completely not playtested yet, but getting there.

Monstrous Subrace, for any race.
Your character, due to a magical accident, strange birth circumstances, or unusual ancestry, has greater abilities than a normal human; however, this is compensated for by their strange appearance and (often) being alienated.
Ability Score Adjustment. Your Strength, Dexterity, or Constitution can each have an increase of between 1 and 6; however, your Charisma, Intelligence, or Wisdom (respectively) loses the same amount.
Marked. Your character has a rather unusual look about them, such as antlers (grants gore 1d6 damage+ proficiency), elongated limbs (grants reach), gills (grants water breathing), glowing eyes (darkvision), a tail (advantage to acrobatics), wings (functions as below), fangs (bite 1d4+proficiency), or prehensile feet (can hold an extra weapon in feet).

Wings. As your character develops, so will their ability to use the spell Fly, as shown on the chart below.
Wing Proficiency
Level   You may cast Fly…        Fly Speed
1st       once per Long Rest       25 feet
4th       once per Long Rest       35 feet
8th       once per Short Rest      40 feet
12th     as a Cantrip                   60 feet

Elf Subrace: Wild Elves
Wild elves are a much older race than Wood Elves, for the Wild Elves are descended from the first of the ancient Fae to emerge into the mortal world. The Wild Elves live deep in untamed jungles, and have a simple lifestyle, in tune with nature. However, some younger Wild Elves, wishing to know more about the world, emerge into the outer world and are often mistaken for Halflings. They have spiky, wild hair in shades of green, blond, silver, or red; large almond-shaped eyes in turquoise, hazel, or emerald-green; and skin with a faint greenish cast. They are adventurous and mischievous, and cannot abide the sight of caged animals. They’re also ritual cannibals, and believe the soul is housed in the throat (if you can’t talk, you must be dead), but nobody’s perfect.
Size: Small. Wild elves max out at 3’ 6” in height.
Ability Score Adjustment: Your Dexterity, Constitution, and Charisma scores increase by 1, but your Intelligence and Wisdom scores decrease by 1.
Forest Bond: You gain a +2 bonus to AC in forest and jungle environments (due to ability to dodge behind trees, etc.)
Bite: You have an unarmed bite attack that deals 1d4 piercing damage.
Favored Class: Barbarian.
Languages: Elven and Sylvan.

Okay, I give up. I’m gonna stop doing all the ability headers in bold.

New Race: Zanyen
Their appearance holds some hint of Fey ancestry, but if so it is mixed with heritage unlike any known in the Multiverse today. They are muscular, but slim, and about 5-6 feet tall, with pointed ears and green-tinted skin. Their hair colors range though white, black, dark green, and dark orange. They have no facial hair and little body hair.
The history of the Zanyen has little information from before the Aberrant Swarm; however, they do have tales of a god they once worshipped, by the name of Izajan. Among the goals of the race are to find the body of their god, and then petition the New Gods (as they call the Eight) to restore him to life. Whether Izajan could shed more information on the history of the Zanyen is not known.
Zanyen live on the rolling plains of Shom, often within villages built around the ancient pieces of Old Sigil. They are consummate explorers, and as a result, they have acquired a reputation as planar merchants. They are often found sailing through the Mortal World, bringing interesting goods from their travels through the Multiverse.
Zanyen Traits
Ability Score Increase. Your Strength score increases by 1. Your Dexterity score increases by 1. Your Charisma score increases by 1.
Age. Zanyen mature quickly, usually at the age of 15. They have been known to live up to the age of 420.
Alignment. Zanyen are almost always Chaotic, however some may try to keep themselves under control through rigid codes of conduct, becoming Lawful.
They are usually neutral or good.
Size. Zanyen are about 5 to over 6 feet tall and weigh around 160 to 230 pounds. Your size is medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Fey Ancestry. You have advantage on saving throws against being charmed and magic can’t put you to sleep.
Trance. You can meditate deeply for 4 hours, which counts as sleeping for 8 hours.
Relentless Endurance. 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 long rest.
Calm Fury. You can inspire fear through reason and provoke thought through anger. You may use an Intimidate check to replace a Diplomacy check or a Diplomacy check to replace a Intimidate check. The result counts as whatever check was replaced.
Favored Classes. Fighter, Druid, and Barbarian are the most common classes a Zan might belong to.
Languages. Zann, Common, and one other.

When using a longsword or greatsword and no shield or other weapons, you deal piercing damage instead of slashing. You also gain a +1 bonus to attack and damage rolls with that weapon.

Druid Circle: Circle of the Avenger
Fast Movement: At 2nd level, a druidic avenger’s base land speed is faster than the norm for their race by 10 feet.
Wild Empathy: A druidic avenger has disadvantage on Animal Handling checks.
Rage: An avenger can enter a furious rage, identical to that of a barbarian. An avenger can use this ability once per day at 2nd level, and one additional time per day for every four levels above 1st. An avenger does not gain the Relentless Rage or Persistent Rage abilities.
Extra Attack: Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 14th level in this class.
Doublespell: At level 10, you may choose one spell you know of level 4 or below. Once, you may cast it without expending a spell slot. You regain this with your other spell slots after you finish a long rest.

I also made two classes, the Wanderer and the Witch, but the tables are gonna be annoying to put up, and it’s like five a.m. here, so I’m gonna stop this post now.


3 thoughts on “Dungeons And Dragons- quinta edición

  1. quinta edición. I like your ideas, and your druid circle in particular is intriguing to me. I used to have a 3.0 Druid/Barbarian that remains one of my favorite characters. What kind of a class is the Wanderer?

    • Okay, thanks.
      Well, the Wanderer is sort of a jack-of-all trades, and sort of a mixed rogue/bard. They’re not very good with magic, but can cast a few spells. They don’t have a subclass, but they can sort of dabble in other classes as a class feature.
      Actually, maybe I’ll just post it. I don’t have anything better to do at the moment.

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