Spawn of Death – Creatures born and reborn from the dead

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You are a creature created from the impossible, either unnatural life given back to a body or from a birth most foul.  In either case, the death infused are considered abominations by many.  In some cases, they were created from revival rituals and necromatic magic gone awry.  In other cases, merely the results of trying to achieve immortality… with horrific results.  Arcane experiments in general are the source of the half-undead, either to crossbreed horrors or to create a new form of unlife entirely.

While the Death-Spawn are tainted by different forms of negative energies and dark power, they tend to share similar aspects in traits.  They convey a sense of lifelessness or at least an uncanny sense of life.  They typically lack the warmth of a living body, feeling clammy and/or cold to the touch.  Some are lucky enough to have bodies perfectly intact, looking indistinguishable from other average humanoids.  The unlucky look akin to shambling corpses and disheveled zombies.

Author’s Note: I wanted to take a crack at races again.  So, here’s a new race of undead-touched creatures inspired by a handful of resources: The Raven Queen, The Crow, Pathfinder’s Dhampir, the Half-Undead from Dragon Magazine and so on and so forth.  Just a heads up, this is a rough draft and none of these have been tested yet.  I am likely to revisit this at a later time though.

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Plantfolk, Revised

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Born (Or Reborn) among Wild Realms

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The Plant Folk were created within another reality known to scholars as “arcadia”.  What exactly is this realm?  Not fully known, except it is the origin source of several types of magic as well as the fair folk.   Besides the native denizens, many fantastic creatures have been created through use of their alien magics.  Among these mystical sights and strange places is the Wyld, a sprawling plane of untamed wilderness.  Its alluring and inspiring atmosphere is quite deceptive, as terrible monsters and far worse curses dwell within the spacious demiplane.  Those who become trapped are doomed to become one of the many kinds of wildlife that inhabit this realm.  The plant folk are one such creation.

Native to a domain known as the “Wylds”, a planar place of natural beauty and (at times) savage brutality, the plant folk are at home within the bounds of their typically serene wilderness.  Like the beastfolk, many of these created beings weren’t originally humanoids.  In their case, they were merely plants that were animated and given new life through powerful sylvan magic.  Many have taken after the realm that created them, in hopes of creating a utopia of the organic, while defeating the inorganic.  Despite this, many are by no means evil and aggressive, some don’t even follow the cult-like ethos of their home plane.  Many grow tired of the semi-comprehensible rules, hidden behind the alien chaos of the primal realm.  As such, they’ve set out to explore other possibilities within known (and unknown) reality.  Some still retain attachment to their original home, but hope to “put down roots” elsewhere.

Author’s Note: Looking back at what I made last year, I was wasn’t satisfied with my concept for races of magical plant people.  They seemed really derivative and some decisions felt like rehashes of previous posts, with a different theme.  Now, I’m still struggling a tad with the concept, but here’s my updated take on the idea!  Some of the ideas are something I wanted to try and might be revised in another draft.  Also, I’m sorry for that one pun…  Really, I am.

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Bloodlines of the Planes! – More Planetouched PCs!

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Planar-based parties are weird.

Planetouched.  Such a term can be used to describe humanoids that have an ancestry shared with an extraplanar creature.  The blood of fiends runs through a Tiefling, the blood of celestials in a Aasimar and the blood of elementals in Genasi.  But, these are but a handful of creatures gifted by strange sources lurking in the known multiverse.

Among their ranks are other creatures, either blessed or cursed by their strange bloodlines.

  • The Changeling is the result of a union between a mundane humanoid and an ancient magical creature empowered by corrupting sorcery, a hag or a bodach.
  • Dream-Touched are born from the powers of two fallen archfey; one of pleasant dreams and one from nightmares.
  • The Eldritch-Touched is an unfortunate creation of mad cultists, victims of dark gods and overly curious lunatics.
  • Fey Dog Barkers are the result of Fey Dogs who wandered too far into the Maddening Winds of Pandemonium… those who didn’t go insane were changed, perhaps for the better.
  • Finally, the Vitalborn are a race of creatures much like the Genasi.  Their elemental nature, however, comes from the Positive and Negative planes.

AUTHOR’S NOTE: Not 1, but 5 new races!  (Well, 3 new races, a sub race and a remake)  I wanted to continue my planar/weird fantasy theme with some more player options.  Most of this started with a player wanting a hag-blooded tiefling in an early 5e game… which didn’t quite feel thematically right to me.  Though, it ended with the loss of famous meme “Gabe the Dog”… otherwise, the sub-race wouldn’t exist.  Granted, Fey Dog was a meme-based joke creation to begin with.

All in all, I got carried away with a whole assortment of planar themed racial options at your disposal!  While they need some playtesting (and some more than others), I’m still happy I managed to get all of this done.  Enjoy.

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Amphibi -An Amphibian race for D&D 5th Edition

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Born Strange, Drawn to the Strange

Amphibi, a species of humanoid amphibians.  These creatures have been called many things; bullywogs, grippili, frog demons (though, these comments hail from another plane of reality entirely).  Some dimension hopping amphibi have even been worshiped by a deranged cult from a plane called Terra.  In truth, these are quite distant from the truth.  Like many beings descended from Arcadia, realm of the Fey, they were sculpted from strange magic and other creatures.  Unlike other beastly folk, the Amphibi are a mystery.  Some figure them to be the remains of a fae worshiping cult from a swampy demiplane that wanted to embrace true faerie power.  There is little proof of that, plus the amphibi themselves don’t seem to know much about it either.

No matter their origins, they tend to dwell in lush and murky habitats; whether that would be a temperate or a rain forest environment.  Their skittish nature pushes them towards isolationism, more than anything.  However, they are also quick to attack anything that they cannot trust.  Despite all of that, they’re both clever hunters and crafters; creating a bunch of strange little contraptions to make day to day life more interesting.  In fact, some have returned to their odd routes and have begun to worship an entity they call “The Fallen Glow.”  To them, it is an animated chunk of star that flew into their territory.  In reality, it’s an alien being locked in a semi-conscious state… but just powerful enough to be influential.

A Friendly, but Quirky Folk

While decently trusting of others, many of them also have a slightly skittish side.  It is typically not hard to frighten an Amphibi.  How they react entirely depends on whether they prefer fight or flight responses.  While many will seek an opportunity to run away, others will use innate poisons or their own weapons to strike back.  This isn’t to say they’re not open to negotiations and diplomacy.  Many attempt to reach out to other lands in effort to expand networks and create allegiances.  However, common flaws of an unintentionally cold nature and situational awkwardness have hampered this to an extent.  In spite of that, observers tend to notice an often relaxed demeanor among the Amphibi when they’re not under intentional stress.  A popular phrase among their people in response to a soothing environment is “feels good.”

Author’s Note:  Well, this was a strange request.  But hey, amphibious humanoids are an essential part of D&D!  So, how could I resist?  Besides the tongue in cheek pokes at D&D inspired products and real life happenings/memes, I wanted to make an homage to David Arneson’s Blackmoor; Egg of Coot, Temple of the Frog, Beagle and all!  Also included is a new deity for science-fantasy games.

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Swinefolk – A “Porc” Race for D&D 5th Edition

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Hardy Hogs of Arcadia

In olden days, they were called the “Pigmen”.  More often than not, they were mistaken for another fearsome race known as “The Orcs”.  While Orcs were born from natural means and from a different reality entirely, Swinefolk were created by the Arcadians as sturdy infantry for war.  These creatures were bred to charge into foes, goring them with their tusks; all while sustaining incredible amounts of damage.  Like many of the beastkin that dwell in the material realm, many broke away from Arcadia; whether from imperial campaigns or out of rebellion.  Built much like their wild ancestors, these creatures are brute ferocity incarnate.  While not too threatening from afar, the Swinefolk are known to brashly charge into their floes and slam them with their deadly tusks.  They are also skilled at combat and are a challenge to down.  While stocky and often foul tempered, they are able to endure suffering like few other creatures can.

Warring Clans, Brutal Combatants

Contemporary swinefolk tend to be divided among two societies, the natural dwelling truffleroot caste and the imperial-minded sylvan caste.  The former cares little about outside politics, focusing on their own societies.  This can range from ensuring survival to slight self-indulgence.  More often then not, they just prefer to be left alone and to their own devices at that.  While they’re curious about new developments in the world around them, they tend to be apathetic to trends and popularity in general.  While they tend to be the more mellow of the two societies, they can still be angered quite easily.  The latter was built upon spreading fear and servitude to the dark fae… or at least their newer societies have taken inspiration from this.  In a sense, these ‘pigmen’ are closer to how many portray another creature called “The Orc”.  In fact, it has earned them the nickname of “Porc” as a result.  But, best be warned, using that nickname around this breed of swinefolk is a good way to provoke violence.  The fact that these creatures have arrived to the material realm recently has made this distinction all the more apparent.  While the Sylvan get along with the Orcs, the Truffleroot have come to dislike them immensely.

Even among the swinefolk themselves, there is a lot of anger and aggression.  The two split factions often but heads whenever they meet, almost literally.  Their civil war is endless and tireless, as is their hatred for each other.  While some have escaped the politics of both factions, said politics still have a habit of catching up to them.  Many adventurers have taken a roll as emissary or representative for either faction; while others seek out adventuring out of pure rebellion.  For some, adventuring is a means of escape and independence.  For other more harshly minded swinefolk, it’s a means of assembling a new faction to crush the other two.

AUTHOR’S NOTE:  This started as a pun for April Fool’s Day that never got fleshed out beyond a bad pun…  So, yeah.  Anyway, I wanted to come back to said “POrc” race and actually make it something.  I’m not fully content with it, so I might change it up a bit later.  Until then, playable big pig things!

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XENOS! – Aliens for D&D 5th Edition

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“We’ll be taking that world of yours!”

Extraterrestrials, xenoforms, space beings, aliens.  These are all methods to categorize something not from this world, something so detached from us in almost every way possible.  The thought of something we can’t quite comprehend frightens us, because we can’t anticipate their next move or attempt to understand their motives or culture.  For many, the Alien is the fear of the unknown and distant realized.  Some end up trying to learn their ways and branch diplomacy further.  Some react in hostility and branch war further into the known universe.  Either way, an encounter with an alien is one that will be known for ages to come.

While aliens have been documented across space and time, many popular ones keep show up in scripts, tomes and records.  These are the Greys, the Reptillians, The Children, Invaders, many more.  Many of these accounts have been destroyed, for many of these beings are inherently domineering and malicious towards “outsiders” or creatures they plan to conquer.  Others are merely just scholars trying to keep their research a secret, as they chronicle all know realities.  Some seem all too eager to share their knowledge with whoever will listen… almost to an imperialistic extent.

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Goatfolk – A High Dwelling race for D&D 5th Edition

“A Beast?  A Fiend?  I’ll show you both…”

 “I’ve seen it, a spawn of the Demon Prince of Beasts!  It walked like a man, but looked like a goat.  The creature carried strange sorceries upon them too, like nothing of this world.  Surely, there must be more…” – A traveler’s encounter with a fiendish-goatfolk warlock.

Born from the Planes

Many rumors have spread of a race of beastly creatures born from demons.  They have prominent goat features and walk upright, with a strange speech that’s a cross of humanoid and animal.  In truth, the origins of these creatures have nothing to do with fiends at all, but the fair folk or the fae.  The ever dubious and tricky denizens of the wyld plane are known for creating strange things on a whim, sometimes using outside creatures mutate into new ones.  The goatfolk is one such case.  During a fight between the unseelie and fiendish powers, warped goat-like creatures known as “hooved horrors” were unleashed as infantry forces for the fiends.  For the most part, the creatures were vanquished.  Those that were captured were used by the fey for experiments.  Most of them had their fiendish corruption purged as they were made into protectors of the Wyld Plane.  However, some still had a lingering fiendish essence that festered and manifested in later generations.

Swift and Athletic

The Goatfolk tend to dwell in steep crags, harsh mountaintops and rocky hills.  Many are adept at jumping about the otherwise dangerous surfaces.  As such, they value dexterity and maneuverability as important skills within their society.  Ironically, their strange hoof-like fingers make them less likely to train in ranged weapons.  However, those who have had success with such weapons are regarded as near-royalty.  For those who aren’t disposed towards weapons, sorcery is more than common upon the goat people.  This is likely the result of their distant underworld heritage, though the tampering of the fey could have caused a magical awakening all the same.  However, magic users are seen as eccentric and strange within much goatfolk culture.  Many see it as an unnecessary oddity, especially when physical prowess is held in such high regards.  Some even see it as cheating one’s way to power or improving themselves artificially.

AUTHOR’S NOTE: GOATS!  Sure, the connections to devils and the like was a bit easy, but I wanted to roll with it as a player option.  I guess it fits under the anti-hero category because of that, but whatever.  To be fair, this started as a variant tiefling option… which is also below.  Also, I guess I owe a minor apology to the many people who wanted content that could translate into Undertale… especially when I either didn’t deliver or was crabby about it.  (In short, I’m not a fan of Undertale.  I just couldn’t get into it.)  No matter, here’s my early Crimbo present to you!  Or should I say, Merry Krampus!

But yes, come for the goat race, stay for the Tiefling options!

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