This is a race that I cooked up partly because I was bored, but mostly because I really wonder how this race would do in the D&D world.
Noble warriors born from chaos that harbor a dark secret.
Average Height: 5’ 6” – 6’ 2”
Average Weight: 140 – 180 lb.
Ability Scores: +2 Strength, +2 Dexterity or +2 Charisma
Languages: Common, Choice of one other
Skill Bonuses: +2 Intimidate, +2 Nature
Shapechanger: You are a shapechanger; you can change into a beast. As such, you are subject to effects and conditions that affect shapechangers.
Beast Form: See the explanation below.
Elemental Absorption: After an extended rest choose Cold, Fire, or Lightning. When you take damage from that type you gain regeneration 5 + 1/2 your level until the end of your next turn.
Humanoid: While in human form, you gain a +5 racial bonus to bluff checks to pass yourself as human. (This is more of a placeholder than anything else. I'm working on a better one).
Miasma Eruption: You have the Miasma Eruption power.
|Miasma Eruption||Miakkmar Racial Power|
|You focus the energy that runs through your veins at one point and release it in a violent explosion.|
|Encounter Cold, Fire, or Lightning|
|Minor Action - Close burst 5|
|Target:One creature in the burst|
|Attack:Chosen ability + 3 (6 at 11th level and 9 at 21st level) vs. Fortitude|
|Hit: 1d6 + chosen ability modifier damage and the target is knocked prone.|
|Level 11: 2d6 + chosen ability modifier damage.|
Level 21: 3d6 + chosen ability modifier damage.
|Special: The damage this power deals is the same type that you chose for your Elemental Absorption racial feature.|
You have the Beast Form power.
|Beast Form||Miakkmar Racial Power|
|You let loose a feral cry as your form twists and contorts. Black and silver fire erupts from your body in a bright flash. When the fire fades a huge, angry beast stands in your place.|
|Minor Action - Personal|
|Effect: You change from your humanoid form to beast form or vice versa. Your equipment becomes part of your beast form, but you drop anything you are holding, except implements and weapons 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 powers of wondrous items. While equipment is part of your beast form, it cannot be removed, and anything in a container that is part of your beast form is inaccessible. While in your beast form, you gain the ability associated with your chosen beast form.|
|Special: Choose a specific Beast Form from the list below. This choice remains throughout your character's life.|
Your natural weapons (for lack of a better term) take on the properties and enchantments of any melee weapons you were holding when you changed to beast form. If you were holding more than one weapon, you choose which weapon's properties and enchantments to use when you make an attack. If you weren't holding any melee weapons when you changed to beast form, your natural weapons count as a melee weapon with a +3 proficiency bonus and 1d4 damage. You are proficient with your natural weapons.
Bear: You and allies that are adjacent to you gain a +1 bonus to saving throws. This bonus increases to +2 at level 11 and to +3 at level 21.
Cat: Enemies grant combat advantage to you as long as no other creatures are adjacent to it.
Wolf: You gain a +1 bonus to damage rolls when attacking creatures that you are flanking. This bonus increases to +2 at level 11 and to +3 at level 21.
Serpent: You can shift or stand up from prone as a minor action, as well as move your full speed while crawling.
Spider: You have a spiderclimb speed of 4.
Keep in mind that these are still experimental and that I'm still working on more. Expect at least one more ranged beast form.
Miakkmar are a mysterious people, known only to a few outside of their wilderness communities.
They are a proud and noble race, but are quick to anger and rarely show mercy when they are.
Should you meet a Miakkmar, you should be careful not insult it, because that may be the last thing you ever do.
Play a Miakkmar if you want...
- to become a ferocious wild beast.
- to struggle with a darker side of yourself.
- to be a member of a race that favors the barbarian, fighter, ranger, rogue, sorcerer, and warlock classes.
Please note that I haven't separated these into tiers yet. Bear with me.
Benefit: When attacking with weapons in the unarmed weapon group you gain a +1 bonus to damage rolls. This bonus increases to +2 at level 11 and to +3 at level 21.
Benefit: Any damage you deal while in your beast form is the same type that you chose for your Elemental Absorption racial feature, in addition to any types it may have been before.
Rage of the Beast
Benefit: When you take damage while you are bloodied, you gain a +1 bonus to damage rolls until you are no longer bloodied. This bonus is cumulative, but has a maximum of +3.
Benefit: Enemies adjacent to the target of your Miasma Eruption racial power take damage equal to half of the ability modifier that you chose for the attack and damage rolls of your Miasma Eruption racial power.
Now, whether it's because I like to push the buttons on my keyboard, or because I feel like you guys should know this, I'm gonna try to explain what this race is supposed to be like more than a stat block can. There are two parts of the race that I wanted to cover: Absorbing energy, and beastliness.
When they don't have to obey the mechanics of a game these guys are all but immune to magical attacks, because they can naturally manipulate what I call Miasma, which is just a combination of all the elemental energies, so they can absorb any energy that's thrown their way. That being said, I think I covered absorbing energy pretty well the way I did. I am debating dropping the resistance, but I will not under any circumstances drop gaining temporary hit points. That is what makes the feature seem like it's actually absorbing the energy. Following stargazer_dragon's advice, I dropped the resist and the temp hp for regen. This actually fits in a lot better with the flavor of absorbing energy. And now I've dropped the regen. Turns out, that it kinda sucked in the first place. We'll see how the new version works out. And now we're back to the regen. The new version was grossly overpowered.
On the other hand, I don't think I've entirely covered their beast side too well. In reality, these guys are supposed to be able to transform into an animal, like a wolf or a bear. But the only thing that's really beastly about them is Bestial Strength combined with Miakkmar Weapon Proficiency. These features are supposed to convey their bestial nature, in that they prefer to fight with their hands rather than weapons. Weapons wouldn't help too much when you transform into an animal. I still haven't found a good way to implement a beast form for these guys that isn't almost exactly a copy and paste of the Druid's Wild Shape. I want to include some bonuses for being in beast form, like a speed bonus, but I'm not sure how to implement it. And inspiration has struck. Going along with stargazer_dragon's idea for different beast forms, I'll be writing up bonuses and some powers for the Beast Form. Tune in later, and I might just have something. Hey, guess what? I have some beast forms! So far there are 5, 3 melee and 2 ranged, but I'll be coming up with at least one more ranged beast form. You should go check them out, maybe even drop some suggestions while you're there. Also, check out the feats section. I know it's small, but that just means there's more room to grow!
Feedback is appreciated!