4e Homebrew: Races Initially, these races were created by me simply to help me GM and have an official race template for enemy creatures in the game. However given how much in depth I went in to making them, I figured, if anyone wanted to actually play them, they'd be free to! If you're overwhelmed by the information or just don't want to read it, feel free to ignore it, as the main rulebook information will persist regardless.
It's also important to remember that any race can use any +2 bonus to any attributes, so a Dragonborn could use Dexterity and Strength, or a Gnome Strength and Constitution. This allows for a broader combination of race/class combinations, and hopefully increases the versatility of gameplay. The normal +2 bonus to only one attribute applies to humans.
Extra Information -Half-orcs have a speed of 7 -The Half-orc and Uruk-Hai racial power scale as an increasing 1[W], 2[W] and 3[W] at heroic, paragon and epic tier. -Goliath can use their racial power as a free action or immediate reaction to an attack, instead of a minor action -Please feel free to contact me if you have your own idea for a homebrew race.
Average Height: 5´ 6˝–6´ 4˝ Average Weight: 150–240 lb Ability Scores: +2 Charisma, +2 Wisdom or Dexterity Size: Medium Speed: 6 squares Vision: Low-light Vision Languages: Common, Elven, Choice of one Other Skill Bonuses: +2 Perception, +2 Arcana, +2 to one other skill
Blood Elf Implement Proficiency: You gain proficiency with Holy Symbols and can use them as implements. Mantle of Blood: When bloodied, you add a +2/3/4 bonus to damage rolls. Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin. Trance: Rather than sleep, Blood elves enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal. Fey Heritage: For the purpose of meeting prerequisites, you qualify as an Elf and Eladrin. Elven Accuracy: You gain the "Elven Accuracy" power.
Elven Accuracy - Elf Racial Power With an instant of focus, you take careful aim at your foe and strike with the legendary accuracy of the elves.
Encounter Free Action - Personal Trigger: You roll an attack roll Effect: Reroll the attack roll. Use the second roll, even if it’s lower.
Racial Traits Average Height: 5'6 to 6'4 Average Weight: 125 to 240 lb Ability Scores: +2 Dexterity; +2 Charisma or Wisdom Size: Medium Speed: 7 squares Vision: Dark Vision Languages: Common, Elven Skill Bonuses: +2 Perception, +2 Insight Truesight: You have an impeccable sixth sense, capable of seeing through all illusions, and without the need for mere mortal vision. As a result, you are immune to the blind and deaf conditions. You never suffer penalties for any form of concealment, invisibility or light cover, and gain truesight within 10 squares, or can see any target even if they would ordinarily be obscured by darkness, cover or other obstacles.
Enlightened: You gain a +2 bonus to resist the effects of charm, illusion and fear effects, and can make saving throws against such effects at the beginning of your turn. Demon Blood: You qualify as both a Dark Elf and Tiefling for purposes of qualifying for prerequisites (such as for feats or paragon paths). Unnatural Origin: You are considered a fey, immortal and demon creature for the purpose of effects that relate to creature origin. Dimensional shifting: You gain the "Dimensional Shifting" power.
Dimensional Shifting - Dark Elf Racial Power You elude your enemies, evading them with some form of unnatural grace. Encounter
Free Action - Personal Trigger: A creature targets you with an attack Effect: That attack roll misses and is treated as a dice roll of 1, no matter the original roll.
Racial Traits Average Height: 6'10" - 7'10" Average Weight: 240-360 Ability Scores: +2 Strength, +2 Charisma or Wisdom Size: Medium Speed: 7 squares Vision: Normal Vision Languages: Common, Draenei, Choice of one other Skill Bonuses: +2 Arcana, +2 History Indomitable Will: You gain a +1 bonus to your will defense Rising Fury: When you’re bloodied, you gain a +1 racial bonus to attack rolls Strength of the Naaru: You can roll at the beginning of your turn (as well as the end) against psychic or fear effects that a save can end. In addition, you can roll twice and take the highest result of any intimidation skill check. Dual Heritage: You qualify as both Draeni and Goliath for the purpose of meeting racial prerequisites. Radiant Burst: You gain the "Radiant Burst" Racial encounter power.
Radiant Burst 'In a vibrant burst of light, you expel dark forces surrounding and your allies.'
Encounter - Radiant, Fire Minor Action - Close Burst 1 Target: All creatures in area Attack: Highest Ability Modifier + 2 Vs. Reflex Hit: 1d6 + Highest ability modifier damage. At level 11, the damage increases to 2d6, and at level 21 it increases to 3d6.
Special: If the targets are vulnerable to radiant damage or bright light, they are also blinded (save ends).
Average Height: 6'10" - 7'10" Average Weight: 240-360 Ability Scores: +2 Charisma, +2 Intelligence and Dexterity Size: Medium Speed: 7 squares Vision: Low-light vision Languages: Common, Draenei, Choice of one other Skill Bonuses: +2 Arcana, +2 History, +2 to one other
Bloodthirst: You gain a +1 racial bonus to attack rolls against bloodied enemies. Strength of the Naaru: You can roll at the beginning of your turn (as well as the end) against psychic or fear effects that a save can end. In addition, you gain a +2 bonus to saving throws for illusion, pyschic and fear effects. Dual Heritage: You qualify as both Krokul and Tiefling for the purpose of meeting racial prerequisites. Corruption: You gain the "corruption" encounter power.
Corruption 'You imbue within the target a seed of corruption, fighting against their very will.'
Encounter Star - Fear Minor Action - Close Burst 5 Target: One creature Attack: Highest Ability Modifier + 2 Vs. Will Hit: The creature is Dominated (save ends).
Average Height: 5´ 10˝–6´ 8˝ Average Weight: 185–275 lb Ability Scores: +2 to two abilities Size: Medium Speed: 6 squares Vision: Normal Vision Languages: Common, Draconic Skill Bonuses: +2 Perception, +2 Insight
Human Defense Bonuses: You gain a +1 bonus to reflex, will, or fortitude Dragonborn Fury: When you’re bloodied, you gain a +1 racial bonus to attack rolls Bonus feat: You gain a bonus weapon or implement expertise feat at 1st level. You must meet the feat’s prerequisites. Dual Heritage: You qualify as both human and dragonborn for the purpose of meeting racial perquisites. Draconic Vitality: You learn one extra encounter power of your level or lower from your class, although you cannot take the same power, twice. When you would otherwise gain or retrain this encounter power, you can instead choose to learn the "Dragon Breath" racial encounter power. You can select powers that modify this power, as if you were a Dragonborn.
Average Height: 6'0 - 7'8 Average Weight: 200-450 Ability Scores: +2 Strength; +2 Constitution or Wisdom Size: Medium Speed: 7 squares Vision: Low-light Languages: Common, Giant Skill Bonuses: +2 Endurance +2 Athletics
Fearsome Charge: You gain a +1 bonus to attack rolls when charging. Savage Heart: You gain one extra encounter or utility power of your class of the equivalent level. Each time you increase in level, you can change this power to another power of your class, at your level or lower. You may not pick a power that you already know. Warrior's Blood: You qualify as a half-orc for purposes of qualifying for prerequisites (such as for feats or paragon paths). Warrior’s surge: You gain 5 extra hit points at character creation, which increases to 10 at level 11 and 15 at level 21.
Posted: Tue Oct 03, 2017 4:40 pm
Goblin
Average Height: 4'10 to 5'8 Average Weight: 100 to 180 pounds Ability Scores: +2 Dexterity; +2 Charisma or Strength Size: Medium Speed: 7 squares Vision: Dark Vision Languages: Common, Giant Skill Bonuses: +2 Intimidate, +2 Stealth
Goblin Skulk: You can move diagonally around corners or obstacles. Goblin's Horde: You gain a +1 bonus to opportunity attack rolls. Goblin Sneak: When you make a stealth roll, you can re-roll the dice roll but must take the second result, even if it's lower. Goblin Blood: You qualify as both a Goblin and a Half-orc for the purpose of meeting prerequisites. Goblin's Speed: You gain the "Goblin Shift" racial encounter power.
Goblin Shift You move swiftly, carefully moving around obstacles or sneaking past enemies with the characteristic goblin sneak.
Encounter Star - Move, Shift Move Action - Personal Target: Self Effect: You can shift your speed +2. During the movement, you can ignore difficult terrain and opportunity attacks, and you may move through enemy spaces.
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Posted: Tue Oct 03, 2017 4:43 pm
Uruk-Hai (Uruk-Hai) A brutal subrace of orcs, spawned from the ground and combining the best elements of Orcs and Goblins in to one monstrous form of a beast.
Average Height: 6'2 to 7'2 Average Weight: 240 to 350 pounds Ability Scores: +2 Strength, +2 Constitution or Dexterity Size: Medium Speed: 7 squares Vision: Dark Vision Languages: Common, Giant Skill Bonuses: +2 Athletics, +2 Intimidate, +2 Endurance
Savage Ancestry: You move at your normal speed even when it would normally be reduced by a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally. When determining your normal load, heavy load, or maximum drag load, treat your Strength score as 5 points higher. Unnatural Toughness: Uruk-Hai only need to sleep 4 hours in every 72 hours to gain the same benefits other races gain from an extended rest. For the purposes of resisting the effects of exhaustion, fatigue or sleep deprivation, you gain a +5 bonus to endurance checks. Warrior's Blood: You qualify as both a half-orc and an orc for purposes of qualifying for prerequisites (such as for feats or paragon paths). Warrior’s Vigor: You gain 3 extra hit points at character creation, which increases to 6 at level 11 and 9 at level 21. Furious Assault: You gain the "Furious Assault" racial encounter power.
Furious Assault Your monstrous wrath burns inside you, giving strength to your attack. Encounter Free Action - Personal Trigger: You hit a creature with an attack Target: Self Effect: The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t. This increases to 2[W] and 2d8 damage at level 11, and 3[W] and 3d8 damage at level 21.
A brutal and violent breed of creatures, with the malevolent nature of a Goblin, and the strength of an Orc.
Average Height: 5'6 to 6'4 Average Weight: 140-240 lb Ability Scores: +2 Strength, +2 Dexterity or Constitution Size: Medium Speed: 6 squares Vision: Low-light Vision Languages: Common, Giant Skill Bonuses: +2 Athletics, +2 Endurance
Goblin Skulk: You can move diagonally around corners or obstacles. Goblin Heed: You can move through enemy squares, but provoke an opportunity attack for doing so. You cannot end your turn in an enemy's square. Goblin's Horde: You gain a +1 bonus to opportunity attack rolls. Orc Blood: You qualify as both a Half-orc or Goblin for the purpose of meeting prerequisites. Orcish Vitality: You can use your second wind as a minor action.
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Posted: Tue Oct 03, 2017 4:48 pm
Troll (Troll) A unusual fey creature, they are reflexively fast and clever, but lacking in the sophistication and grace of most fey creatures.
Average Height: 6'2-7'2 Average Weight: 160-240 lb Ability Scores: +2 Dexterity; +2 Wisdom or Charisma Size: Medium Speed: 7 squares Vision: Low-light Languages: Common, Elven, Giant Skill Bonuses: +2 Nature, +2 Insight
Troll Weapon Proficiency: You gain proficiency with the Handaxe, Battleaxe, and Greataxe. Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin. Brutish Heritage: You gain the "Fiendish Regeneration" troll encounter power. Predatory Eye: When making a ranged attack, the troll ignores cover and concealment (but not total concealment or cover). Savage Blood: You are treated as a half-orc for the purpose of meeting prerequisites. Brutal Accuracy: You gain the "Brutal accuracy" troll encounter power.
Brutal Accuracy When your enemy is vulnerable, you reflexively seize the opportunity, savagely exploiting their weakness.
Encounter Free Action - Personal Trigger: You have combat advantage against an enemy. Effect: Before you make an attack, you can roll a D6 and add the result to your next attack roll.
Fiendish Regeneration Your troll ancestry grants you uncommon resilience.
Encounter Star - Regeneration Free Action - Personal Trigger: You roll for initiative. Effect: Until the end of the encounter, you gain regeneration 1. This increases to regeneration 2 at level 11, and regeneration 3 at level 21.
Posted: Tue Oct 03, 2017 4:57 pm
Argonian (Argonian) "Argonians or Saxhleel are an oviparous race of reptilian people native to the large and marshy province known as the Black Marsh"
Average Height: 5'6 to 6'6 Average Weight: 125-275 lb Ability Scores: +2 Strength, +2 Intelligence or Dexterity Size: Medium Speed: 7 squares Vision: Low-Light Languages: Common, Draconic, Argonian Skill Bonuses: +2 Bluff, +2 Athletics
Aquatic Origin: You character can breathe under water, and never has to make a skill roll to resist suffocation when under water. Furthermore, you gain a swim speed equal to your speed +1, and you never have to make an athletics or endurance check in order to swim or stay afloat in water. You can also shift while swimming. The minimum result you receive on any athletics roll related to swimming is a 10. Body of the Beast: As a member of the argonian race you possess powerful claws, which enhances your unarmed attacks. Your unarmed attacks are considered magic weapons of your level with a +3 proficiency to attack rolls and that do d10 damage. You also gain a +4 bonus to all skill checks related to climbing. Argonian's Blood: For the purposes of meeting prerequisites, you qualify as both an Argonian and a Dragonborn. Histskin: You gain the "Histskin" and "Mimetic Skin" racial encounter powers, although you may only use one of the powers per encounter.
Histskin Your skin is unusually tough, capable of absorbing even the toughest of blows.
Encounter Star - Racial Free Action - Personal Trigger: You are targeted with an attack. Target: Self Effect: The attack roll is automatically treated as a failure with a result of 1.
Mimetic Skin Your skin can adapt it's surroundings, matching the appearance of the background
Encounter - Racial Free Action - Personal Trigger: You are targeted with an attack. Target: Self Effect: Your character is able to blend in with your surroundings giving the natural chameleon like ability of your skin. You gain the invisible and hidden conditions. You must succeed on a stealth check each turn after the initial use of the power to remain invisible and hidden, which you gain a +4 bonus to.