Warbeasts (3.5e Race)

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Warbeasts[edit]

Personality[edit]

Warbeasts are a very close race. They value their pride in no matter what they do, though are humble in their defeat should it happen. Despite their prideful ways, the Warbeast in general are sociable to a select mass of those of different races, and do seek to expend their power in any way possible, leading to some different tribal wars, Warbeast cities, or nomadic tribes.

Physical Description[edit]

As with nature, the genders of the Warbeast tend to vary. Males are generally much more muscular and taller than females, and the Alpha Males are even more so. They take on the physical appearance of a human, albeit the addition of a tail and pair of ears (of the same animal, such as wolf), and sometimes other traits, such as pronounced fangs and claws, whiskers of some sort, or more fur growth along their bodies. For some reason, males tend to take on more 'vicious' animals, such as wolfs and tigers.

Females, in comparison to the males are usually smaller and thinner, though contain the same ferocity as their male counterparts, and at times, more than their male counterparts. Their appearance is that of a human as well, following the same features as their male counterparts, yet they take on the appearance of more 'passive' or 'docile' creatures, such as rabbits. The reason behind this is unknown.

Relations[edit]

Warbeasts get along well with other beast-like races. On contrast, they do not tend to associate themselves with more violent races, like orcs, despite their own physical strength. Also, despite their closeness to nature, the Warbeast tend not to associate themselves with Elves, for reasons to be shown later. Humans, and oddly Half-Elves, mainly for their looks, are the races that Warbeast tend to associate well with. Also, Warbeast avoid all association with the Flügel if possible, finding their use of magic as an insult, their high and mighty egos rub abrasive against them, and their uncontrolled blood lust and knowledge lust aggravate them.

Alignment[edit]

The Warbeast race in general varies with their alignment, and all nine alignments can be found throughout the race. The Warbeast, however, tend to waver more on the Chaotic Neutral outlook on life

Lands[edit]

Warbeast civilization varies. As stated before, they can be a tribal society, a nomadic society, and city-dwellers.

Religion[edit]

Warbeasts worship as they please, mainly gods of beasts and such. Gods and such play a major role in the lives of Warbeast, as many look to their gods for guidance, and almost all societies have a dedicated communicator.

Language[edit]

Warbeast speak their own language, named after them, and the language of the prominent race in their settlement they live in.

Names[edit]

Warbeast names vary from region to region, and town to town. Usually names of the tribal society and nomadic ways are picked in ways of Native Americans, to put it simply; those in towns and cities are usually influenced by other races, yet will try to keep their own Warbeast twist on it.

Blood Destruction[edit]

Inside the Warbeast race lies a select few. These Warbeasts are much more in tune with their feral self, holding onto the more savage instincts then others. In no right are they completely mindless killing machines, or are they psychotic killers, the group of Warbeasts with this rage, called Blood Destruction, can and have melded into a simple, daily routine. Though under heavy stress, provocation, or on their own will, can access this rage. While they are mentally clouded, they still have the capability of returning to their sane self, albeit much tired.

When a Blood Warbeast enters their rage, their feral side truly shows: Their claws and fangs grow, some hunch over onto all fours and use their natural weapons to fight, a visible pulse of their heartbeat can be seen through their body, mainly via the pulsing of their major veins and arteries along their neck, their eyes thin and slit, fur wildly grows along their bodies. Some say their skin becomes blood red from the amount of blood their body is pumping throughout their body, while others say it is heat radiating from their body due to the amount of energy needed.

It is estimated that 2 Blood Warbeast are born out of every 3,000-5,000 Warbeast.

DM CLAUSE: Allowing a player to be a Blood Warbeast, most likely the reason one would play a Warbeast, is under final rule of you, the DM. It is warned ahead of time to take some precautions to allow this, and plan ahead, as Blood Warbeast can easily handle fights either alone, or with a healer.

Racial Traits[edit]

Warbeast:

  • +2 Strength, +2 Constitution, -2 Charisma. Warbeast in general are strong and tough, yet not the most liked.
  • Monstrous Humanoid (Beast)
  • Medium
  • Warbeast base land speed is 40 feet
  • Scent: As per the monster ability
  • Darkvision: Warbeasts gain Darkvision out 60ft
  • Magically Disassociated: A Warbeast may not gain levels in any class that is classified as an Arcane spellcaster, as for some reason, Warbeasts are unable to obtain the focus needed to cast Arcane spells. Some say it is due to the amount of different components that spells need, and the components have adverse effects on different Warbeasts.
  • Claws and Fangs: A Warbeast is proficient with their claws (1d4) and their bite attacks (1d6), and count them as secondary weapons if attacking in conjunction with manufactured weapons.
  • Heightened Senses: Called a 6th Sense, the Warbeast are able to 'smell', 'hear', 'feel', or 'see' upcoming troubles. They gain a +2 racial modifier to Initiative, Bluff, Search, Sense Motive, and Spot.
  • Wild Affinity: Unless provoked by the Warbeast, or magically influenced, wild beasts will not attack them.
  • Automatic Languages: Warbeast, Varied second Language if acceptable. Bonus Languages: Common, Dwarven, Elven, Orc, Sylvan, Terran.
  • Favored Class: Fighter.
  • Level Adjustment: +2

Divine Warbeast:

  • -2 Strength, +2 Constitution, +2 Wisdom. Warbeast that are raised to be communicators with their gods have somewhat lost their nimble edge, yet gain a sharper mind in its place, and keep their natural fortitude
  • Monstrous Humanoid (Beast)
  • Medium
  • Warbeast base land speed is 40 feet
  • Scent: As per the monster ability
  • Darkvision: Warbeasts gain Darkvision out 60ft
  • Magically Disassociated: A Warbeast may not gain levels in any class that is classified as an Arcane spellcaster, as for some reason, Warbeasts are unable to obtain the focus needed to cast Arcane spells. Some say it is due to the amount of different components that spells need, and the components have adverse effects on different Warbeasts.
  • Divine Tool: Divine Warbeasts, however, are able to cast spells, but only of Divine Spellcasting. The Warbeast in question is able to do so via his or her deity, borrowing the deity's power to cast the spell. Also, Divine Warbeats may access wands, staffs, and rods IF they are of Divine magic origin
  • Heightened Senses: Called a 6th Sense, the Warbeast are able to 'smell', 'hear', 'feel', or 'see' upcoming troubles. However, due to their special 'training' a Divine Warbeast only gets a +2 racial bonus to Initiative, Bluff, and Sense Motive.
  • Wild Affinity: Unless provoked by the Warbeast, or magically influenced, wild beasts will not attack them.
  • Automatic Languages: Warbeast, Varied second Language if acceptable. Bonus Languages: Common, Dwarven, Elven, Orc, Sylvan, Terran.
  • Favored Class: Cleric.
  • Level Adjustment: +2

Blood Warbeast:

  • +4 Strength, +2 Dexterity, +4 Constitution, -2 Intelligence. Blood Warbeast, due to their sleeping feral nature are much more powerful and hardier then normal Warbeast but are much more rare.
  • Monstrous Humanoid (Beast)
  • Medium
  • Warbeast base land speed is 40 feet
  • Scent: As per the monster ability
  • Darkvision: Warbeasts gain Darkvision out 60ft
  • Magically Disassociated: A Warbeast may not gain levels in any class that is classified as an Arcane spellcaster, as for some reason, Warbeasts are unable to obtain the focus needed to cast Arcane spells. Some say it is due to the amount of different components that spells need, and the components have adverse effects on different Warbeasts.
  • Claws and Fangs: A Warbeast is proficient with their claws (1d4) and their bite attacks (1d6), and count them as secondary weapons if attacking in conjunction with manufactured weapons.
  • Blood Destruction: The trademark of a Blood Warbeast. During Blood Destruction, a Warbeast's body is pushed to its absolute limit reaching degrees where they can even break the laws of physics. The higher level a Warbeast, the more increase of ability can occur (to the point of running across the surface of water, mid air direction changes and surviving falls from ordinarily dangerous heights). A Blood Warbeast's blood destruction is similar to a Barbarian's rage and can be activated as a standard action (like rage). Blood Destruction acts as a Barbarian's Rage in regards to fatigue and the fatigue can never be ignored and if used for extended periods of time around 5-6 minutes will leave the Warbeast's skin red and burned. The blood destruction adds half the warbeasts ability scores (rounded down) for DEX, CON, and STR to their ability scores as well as doubling base land speed. While the Blood Destruction of a Warbeast Barbarian can extend a rage the Blood Destruction overrides the rage and does not stack (as any further strain would kill the Blood Warbeast. Blood destruction pushes the body so far it can be lethal as is)
  • Blood Destruction, Feats: During blood destruction a Warbeast can access special feats otherwise in usable;

-Double Jump: during Blood Destruction a Warbeast can perform a midair kick so powerful they are capable of kicking off of air as if it was solid, allowing for increased jump height, length or midair change of direction equal to their level divided by 3 with a minimum of once

-Water run: Once at lvl 10 a Blood Warbeast is capable of running with such power that they are capable of running distances across water equal to 10ft / lvl. This also can be used as a wall run.

  • Blood Destruction, Limits: no matter the level a Warbeast ALWAYS becomes fatigued after using blood destruction. This fatigue is not done to the point of collapse and if another blood destruction is attempted too soon after the warbeast may die. Warbeasts must rest after using Blood Destruction
  • Wild Affinity: Due to their nature, Blood Warbeast are more likely to be attacked by wild predators, mainly out of fear from the wild scent the Blood Warbeast unknowingly gives off. Animals, tamed or otherwise, are treated one step less friendly towards Blood Warbeasts, yet trained animals will not attack unless ordered or provoked.
  • Automatic Languages: Warbeast, Varied second Language if acceptable. Bonus Languages: Common, Dwarven, Elven, Orc, Sylvan, Terran.
  • Favored Class: Barbiarian.
  • Level Adjustment: +4

Vital Statistics[edit]

Table: Warbeast Random Starting Ages
Adulthood Simple Moderate Complex
15 years +1d6 +1d8> +2d6
Table: Warbeast Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
65 years 130 years 195 years +3d4 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Warbeast Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 5' 6" +2d4 158 lb. × (2d6) lb.
Female 5' 3" +1d8 115 lb. × (2d4) lb.



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