View Full Version : DM / Player Tools d1Homebrew: Races

06-03-2009, 12:33 AM
So when 4th Edition started, I was very much against the initial races, as were my players. So together we created a world without any stats for the races, then I went through and stated them out. And now, I figure I should share them with you all! These have all been playtested and worked through, and we've found a very nice mixture of balance with them. ---


Clansmen of the night - Bat warriors with simple ways, and brutal techniques.

Average Height: 5’2” – 6’4”
Average Weight: 110 lbs. – 240 lbs.
Ability Scores: +2 Strength, +2 Wisdom
Size: Medium
Speed: 6 Squares
Vision: Darkvision
Languages: Common, Deep Speech

Skill Bonuses: +2 Athletics, +2 Religion
Nocturnal: You take no penalties for being blinded and do not provide combat advantage while blinded. You also still have line of sight while blinded.
Clan Mentality: You gain +1 racial bonus to Fort, Reflex, and Will while at least 1 ally is in line of sight within 5 squares.
Cave-Dwellers: Once per encounter, you can use either the hyper shriek power or the flight of the grigori power.

Hyper Shriek
- Encounter – Force
- Minor Action – Close Burst 1
- Target: All opponents in the burst.
- Attack: Constitution +2 vs. Fortitude; increase to Constitution +4 @ 11th level and Constitution +6 @ 21st level.
- Hit: 2d4 + Constitution modifier damage.
- Effect: All fog/cloud effects are dissipated in the area, and all invisible creatures become visible to you until the end of turn.

Flight of the Grigori
– Encounter – Fear
– Move Action – Personal
– Effect: You may fly as part of your move action. Any enemy that you provoke an OA from takes -2 to attack rolls until the beginning of your next turn. If you don’t end your move on solid ground, you float to the ground without taking falling damage.
– Special: You may use this power as part of a charge. It is expended as the movement for the charge.

Play a Chiropteran if you want . . .
– to struggle against fear and the effects of the shadowfell.
– to join a clan family emerging into a new world.
– to be a member of a race that favors the warden, cleric, and fighter classes.

Resonant Shriek [Heroic, Chiropteran]
Benefit: Increase the range of your hyper shriek power to close burst 3.

Powerful Chops [Heroic, Chiropteran]
Benefit: Whenever you use your hyper shriek power, you also push all targets hit 1 square.

Echoing Refrain [Epic, Chiropteran]
Benefit: When you use your second wind, you regain the use of hyper shriek power or flight of the grigori power. If you have not used either, you may instead use hyper shriek as a free action without expending it.

How to use Chiropterans in your campaign:
As cave-dwelling, anthropomorphic batmen, the Chiropterans have a few easy ways into any campaign. Perhaps your PCs are saved from a landslide while in the frozen northern mountains. Or even better, perhaps use the Chiropterans as a fierce new rival to the Drow in the Underdark!

[Creator's notes: Chiropterans have added a great element to our game. We've had three in the campaign, a Paladin, a Cleric, and a Barbarian. All three worshipped a god we created for the world, Noc'Boggart, a god of Trickery, Darkness, and Fear. He is an evil god as well, though as a race, the vast majority of Chiropterans worshipped him, regardless of their alignment. It was a fun change.

A further element to help differentiate these anthropomorphic bat-men from each other was the inclusion of different tribes. They had no mechanical benefit (though feats are in the work just to show their heritage) but they really helped define our characters. I'll post that below this note.]

- Clan name: Hunts-in-Winter
- Distinctive Clan-Marking: Distinctive white patches of fur along the back, wings, and chest
- History: The first clan to make contact with the outside races. This clan is the most "cultured" of all the clans.

- Clan name: Weeps-in-Darkness
- Distinctive Clan-Markings: Black facial markings that look like streams of tears down the cheeks. Some still have the white Hunts-in-Winter markings.
- History: This clan is an offshoot of Hunts-in-Winter. Sometime within the past 100 years an uprising happened, which resulted in a small clan war, ending when these Chiropterans leaving their mountain caves to the safety of the swamps. Now, they live in the murky forests there, fighting to survive.

- Clan name: Shadows-of-Moon
- Distinctive Clan-Markings: Their fur is entirely white, with black skin
- History: Shadows-of-Moon are known for their distinctive migratory and nomadic ways. Though normally seen only in the far north, some adventuring Shadows-of-Moon Chiropterans can be found in warmer climes.

- Clan name: Of-Open-Sky
- Distinctive Clan-Markings: Their fur is a redish tint, much like a desert fox.
- History: Formerly named Red-like-Sand, a great earthquake 250 years ago sundered their moutain homes on the edge of the deserts. Because of their geography, they first say the sunrise instead of the moon. It was such a profound experience that the Clan Elders renamed the the clan in a unanimous decision. The Chiropterans of Of-Open-Sky are much more religious in general, and are the only Chiropterans who no longer even pretend to worship Noc-boggart the God of Darkness ... openly.

- Clan name: Longtooth-and-Claw
- Distinctive Clan-Markings: Their digits are much longer and they as a clan are much thinner, with very very thing fur that is more like leather.
- History: Longtooth-and-Claw have become the stereotypical thought of the Chiropterans, mostly forged in the minds of the elitists nobles and artists. Most Longtooth-and-Claw members don't mind, and even revel in the stereotype, but the other clans do not appreicate the thought process. One particularly famous representation was a theatrical stage show, where a Longtooth-and-Claw Chiropteran portrayed the god Noc-boggart in a duel.



The elemental chaos taken form – small sized defenders of the arcane way

Average Height : 3’2” – 4’”4
Average Weight : 65 lbs. – 82 lbs.
Ability Scores : +2 Constitution, +2 Intelligence
Size : Small
Speed : 5 squares
Vision : Low-Light
Languages : Common, Primordial

Skill Bonuses : +2 Acrobatics, +2 Arcana
Elemental Origin : You are a creature birthed from the elemental chaos, so you are considered and elemental creature for the purpose of effects that relate to creature origin.
Tails : You have a unique magical nature, giving you a mystical protection to the forces of nature. At level 1 you have 1 tail. At both 11th level and 21st level, you grow an additional tail. When you create your character, choose an energy type: Cold, Fire, Force, Radiant, or Thunder. This choice lasts throughout the life of your character and cannot be changed. You gain resistance to the chosen energy type equal to 3 + 1/2 level as well as an additional 1 for every tail you have. This bonus increases to 3 + 1/2 level as well as an additional 3 for every tail you have while in fox-form.
Serene Grace : You gain +1 AC to opportunity attacks for every tail you have.
Innate Shapechanger : You gain the fox-form power.

– At-Will: Polymorph
– Minor Action (Special)
– Personal
– Effect: You change from your humanoid form to a fox form or vice versa. When you change from fox form back to your humanoid form, you can shift 1 square.
While you are in fox form, you can’t use attack, utility, or feat powers unless they have the fox-form keyword, although you can sustain such powers.
You become a Tiny sized fox, resembling a natural fox or a primordial/elemental fox. You gain a speed of 8, and you may move through enemies squares, though it provokes Opportunity Attacks. You may end your movement in an occupied square. Also, whenever you shift using a move action or are allowed to shift by an ally, you may shift an additional square.
Your equipment becomes part of your fox-form, but you drop anything you are holding, except implements you can use. You continue to gain the benefits of the equipment you wear. You can use the properties and the powers of implements as well as magic items that you wear, but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of your fox form, it cannot be removed, and anything in a container that is part of your fox form is inaccessible.
Special : You can us this power once per round.

Play a Kitsune if you want . . .
– to rise in ranks of a caste system based of your magical prowess and the number of tails you have.
– to be small sized and a wily force of the elemental chaos.
– to be a member of a race that favors the swordmage, bard, and wizard classes.

Feats :
Elemental Surge [Heroic, Kitsune]
Benefit : You grow an additional tail.

Primordial Communion [Heroic, Kitsune]
Benefit : You gain a +1 feat bonus to attack rolls and damage rolls when you use a power that has the same keyword as your tail.

Soft Pads [Heroic, Kitsune, Fox-Form]
Benefit : While in fox-form, you gain a +5 feat bonus to stealth checks.

Nimble [Heroic, Kitsune, Fox-Form]
Benefit : While in fox-form, you gain a +5 feat bonus to athletics checks to climb and a +5 feat bonus to acrobatics checks to balance.

One With Chaos [Paragon, Kitsune]
Prerequisites: Elemental Surge
Benefit: You grow two additional tails.

How to use Kitsunes in your campaign:
As soon as the Manual of the Planes came out, the Elemental Chaos struck me as an amazingly interesting place to have players from. Perhaps born from a great storm of Chaos, or found in a magical rift, or attacked within the extremes of the Prime Material, such as by Fire Kitsunes within a volcano!

[Creator's notes: To be perfectly honest, some of my players did not like Genasi, and about half were Anime lovers. So, to combine the flavor of the orient with a new Elemental race, as well as my intense want to create another small-sized race that was good at being a swordmage, Kitsunes emerged!]



Ancient desert dwellers – tradesmen and soldiers with a mind for business

Average Height : 6’2” – 7’6”
Average Weight : 140 lbs. – 220 lbs.
Ability Scores: +2 Constitution, +2 Wisdom
Size : Medium
Speed : 6 Squares
Vision : Normal

Languages : Common, Giant
Skill Bonuses : +2 Endurance, +2 Insight
Carapace : You have a naturally tough skin, defending as well as a light shield. You gain a +1 racial bonus to AC and Reflex.
Perceptive Minds : You gain a +5 bonus to perception checks to see through illusions. In addition, you gain a +5 racial bonus to saving throws made against charm effects.
Qrill Education : You gain training in one additional skill.
Qrill Militray Training: You are proficient with scimitars, falchions, and khopeshes.
Highly Trained : You can use highly trained as an encounter power.

Highly Trained – Qrill Racial Power
– Encounter
– Free Action; Personal
– Effect: Reroll a skill roll for a skill that you are trained in. Use the better of the two rolls.

Play a Qrill if you want . . .
– to be a highly skilled adventurer, both in and out of combat.
– to stand steadfast in both body and mind to danger.
– to be a member of a race that favors the fighter, warlock, and druid.

Feats :
Qrill Weapon Training [Heroic, Qrill]
Benefit: You gain proficiency and a +2 feat bonus to damage rolls with heavy blades.

Mental Acumen [Heroic, Qrill]
Benefit : You can also apply your carapace bonus to your Will defense. In addtion, you gain a +2 feat bonus to Insight checks.

Discerning Eye [Heroic, Qrill]
Prerequisites : Qrill, Rogue, Trained in Insight
Benefit : You may use Insight instead of Bluff to gain combat advantage once per encounter as a minor action. (See Pg. 183 in the PHB for normal rules for gaining combat advantage.)

Wise Words [Heroic, Qrill]
Prerequisites : Qrill, Warlord, Inspiring Word
Benefit : When you use your inspiring word power on an ally, that ally gets a power bonus to attack rolls equal to your wisdom modifier until the end of their next turn.

Militia Training [Paragon, Qrill]
Benefit : You may use your highly trained racial power to affect an attack roll or saving throw as well.

Qrill Mindset [Paragon, Qrill]
Benefit : Once an encounter, at the start of your turn, you can make a saving throw against one charm effect that a save can end. On a save, the effect immediately ends, preventing it from affecting you on your current turn. If you save against being dominated, you can act normally on your turn. If you fail the saving throw, you still make a saving throw against the effect at the end of your turn. In addition, you gain a +1 to attack rolls until the end of your turn against the enemy that gave you the effect.

How to use Qrill in your campaign:
Giant, shelled "klingons," ranging in colors like Shrimp - from raw light blue and white to deep lobster red - they have become know as Desert-Prawns to many other races.These strange desert warriors are a long-lived and secretive race, their powerful druids obscuring their great and powerful city within the desert sands and heat. Perhaps a strange traveling water merchant makes his way out of the desert heat to your PCs, offering the cool liquid for ridiculous prices. Or maybe a stern mob boss within the city during an urban adventure needs a slightly more exotic feeling.

[Creator's notes: These guys are hard to imagine, but have been a great addition to our games. One player had a strong hand in making this race a mystical and mysterious one, and whenever a merchant ended up being one, all the PC's knew they weren't going to be haggling for a cheap buy, but knew they would get the fair deal as well. We had great fun with our one PC Warlock who made an Infernal Pact with a Demon of the Lost, who later became Dispater.]



Bitter survivors, cursed progeny of two evil forces – Id made actual

Average Height : 4’10” – 6’0”
Average Weight : 100 lbs. - 260 lbs
Ability Scores : +2 Constitution, +2 Charisma
Size : Medium
Speed : 7 Squares
Vision : Low-Light

Languages : Common, Elven, Infernal
Skill Bonuses : +2 Bluff, +2 Intimidate
Bad Influence : You grant allies within 10 squares of you a +1 racial bonus to Bluff checks.
Blood of Hellfire : When bloodied, all damage a Satyr deals deals an additional 1 fire damage. This increases to 3 fire damage at level 11, and 5 at level 21.
Questionable Origins : The history of the creation of the satyrs has been lost to the ages. You are considered a fey creature and a demon for the purpose of effects that relate to creature origin.
Mocking Revelry : You use mocking revelry as an encounter power.

Mocking Revelry – Sidhe Racial Power
– Encounter
– Minor Action; Close burst 2
– Target: You and all allies in burst.
– Effect: You slide each ally in burst 1 square. You may shift one square for each ally you slid.

Play a Sidhe if you want . . .
– to survive, at all costs, taking life as a cruel joke.
– to be despised by most races, and wanted for the same reasons.
– to live a life of carefree hedonism and adventure.
– to be a member of a race that favors the bard, warlock, warlord, and sorcerer classes.

Prince of Lies [Heroic, Sidhe]
Benefit : You gain a +2 feat bonus to Bluff checks and can roll Bluff instead of Insight when countering a Bluff check.

Distraction Samba [Heroic, Sidhe]
Benefit : When you use your mocking revelry power, if you end your shift adjacent to an enemy, that enemy grants you combat advantage until the beginning of your next turn.

Infernal Beat [Paragon, Sidhe]
Benefit : Increase the size of your mocking revelry to Close Burst 5. Also, you may slide your allies 2 squares instead of 1.

How to use Sidhe in your campaign:
Bred by fey magics and demon pacts, no Sidhe remembers how they were made. But they know they are unnatural. They do not belong, in this world, or in any other. After the Fomorian's decline within the Feywild, Sidhe fast realized that there was no power that held them to their duties within the Fey kingdom. So they fled.

Any uneasy alliance was made with the human kings, with the promise of silver and gems as the true purpose. It was this only quality that have kept these alliances together, though many still distrust the Sidhe. And to be fair, most Sidhe mistrust each other, so they understand, though bitterly.

Standing almost as tall as the tallest human, Sidhe are colorful lot, of normally warm colors, with the rarest green or blue. They have goat-like legs, with cloven hoof, and tufts of fur/hair on their forearms and chest. The most questionable detail of the Sidhe is their lifespan. There never seems to be an old age upon the race, though grey hair is not unknown. Some humans tell stories to their grandchildren that were passed on to them by their grandfathers, all featuring the same Sidhe. Even the Qrill look upon Sidhe's longevity with awe and confusion.

[Creator's notes: I love satyrs, but never felt they had enough ... oomph. Plus, it is so hard to find great pictures of Satyrs now that World of Warcraft has hit the creative waves. Then I realized, why not combine it together? So, now a change-up on the old satyr story and a nice bit of old celtic lore, bam. Hello Sidhe.]



Humble and modest workmen of the earth, with greater dreams of adventure.

Average Height : 4’3” – 4’9”
Average Weight : 130 lbs. – 240 lbs.
Ability Scores : +2 Constitution +2 Dexterity
Size : Medium
Speed : 5 squares, 3 squares burrowing
Vision : Low-light vision
Languages : Common, Deep Speech

Skill Bonuses : +2 Dungeoneering, +2 Thievery
Burrowers : You are treated as small-sized for squeezing. You also have a burrow speed 3. You cannot dig through solid rock or shift while burrowing.
Earth Walk : You ignore difficult terrain if that terrain is the result of rubble, uneven stone, or earth.
Terra’s Whispers : You can use terra’s whispers as an encounter power.
Terra’s Whispers
– Encounter
– Minor Action – Personal
– Effect : You gain tremorsense 5 until the end of your next. Increases to tremorsense 10 at level 16.

Play a Talpid if you want ...
– to explore the world above with a naive and perceptive eye.
– to commune with the soil and become her protecter.
– to leave behind the humble and mundane life of your forefathers for adventure.
– you want to play a race that makes excellent fighters, wardens, rogues, and shamans.

Mountain Mover [Heroic, Talpid]
Benefit : You gain proficiency with picks. In addition, you deal an extra 2 damage on melee attacks while wielding a pick or with unarmed strikes.

Obsidian Claws [Heroic, Talpid]
Benefit : Grant your unarmed strike a +3 proficiency bonus, increase the damage to 1d6, and add the off-hand property.
Special: With this feat, your claws count as a light blade.

Strong Digger [Heroic, Talpid]
Benefit : You can increase your burrowing speed by 2.

Talpid Fighting [Heroic, Talpid]
Benefit : While you are prone, you ignore the -2 penalty to attack rolls. In addition, you may shift while prone.

Expert Talpid Fighting [Paragon, Talpid]
Prerequisites : Dex 17, Talpid Fighting
Benefit : You no longer grant combat advantage while prone.

How to use Talpids in your campaign:
These quiet and simple anthropomorphic molemen live and work deep within the tunnels. Many, though, wish to leave their familial clans and cities to explore the world above. Talpids can be found deep in the mountains, below the dwarven towns, or perhaps working with them to fight against the coming of the monsters of the Underdark!

[Creator's notes: I must admit, I hate dwarves. I always have. Perhaps it is only in my group (and mostly from 3.5) but they all are hackneyed stereotypes. It didn't help that I loved their mechanics in 4e, but found their "new" flavor to be just as hackneyed as before. I hate them so much that the Big Bad of my 3.5 campaign created a plagued and killed ALL dwarves, just to get rid of them.

But, that left a niche needing to be filled, the underground worker. A player came up with the idea of the Talpids, and we went for it. It took many revisions to make them playable, as alternate movement forms are difficult to guage. But our Talpid (an artificer, actually, which played very well) trudged on through many redrafts of the race until we found this well balanced version. I'm very happy with them. Because they allow me to no longer deal with stupid, beer-swilling, axe-toting, curse-spewing, red-haired, Scottish-accented mountain dwellers.]