notable people and critters in the tradewind clans
bonus under the cut that explains cerise and marianne's relationship
seen from Argentina
seen from China

seen from Malaysia
seen from China
seen from Argentina
seen from United States
seen from China

seen from United States

seen from United States

seen from Malaysia
seen from United States
seen from United States
seen from United Kingdom
seen from Malaysia
seen from China
seen from United Kingdom

seen from United States

seen from Malaysia
seen from United States
seen from United States
notable people and critters in the tradewind clans
bonus under the cut that explains cerise and marianne's relationship
After a pair of tragic losses and some slight alterations, meet the new Raven’s Flame.
Name: Nazira the Righteous
Gender: Female
Race: Orc
Class: Paladin
Subclass: Oath of Zeal
Deity: The Raven Queen
Background: Knight
Alignment: Lawful Neutral
Sexuality: Bisexual
Age: 28
Height: 6’2”
Weight: 240 lbs
Misc: Has a burning hatred for all followers of Lolth, Drow or otherwise.
Name: Tamara (Tam)
Gender: Female
Race: Changeling
Class: Rogue
Subclass: Misfortune Bringer
Background: Criminal/Spy
Alignment: Chaotic Neutral
Sexuality: Pansexual
Age: 27
Height: 5’10”
Weight: 170 lbs
Misc: Do NOT call her Tamara.
Name: Hurushi
Gender: Male
Race: Half-Orc
Class: Fighter
Subclass: Samurai
Background: Folk Hero
Alignment: Neutral Good
Sexuality: Straight
Age: 32
Height: 5’11”
Weight: 225 lbs
Misc: Honorable, but also a massive himbo.
Name: Qirona
Gender: Female
Race: Fairy
Class: Wizard
Subclass: School of Necromancy
Background: Sage
Alignment: Chaotic Neutral
Sexuality: Straight
Age: 122
Height: 5’1”
Weight: 95 lbs
Misc: Down bad for Hurushi but too awkward to come out and say it. Uses her undead creations to flirt with him.
Name: Baldir Ironfront
Gender: Male
Race: Hill Dwarf
Class: Cleric
Subclass: Forge Domain
Deity: Gond
Background: Acolyte
Alignment: Neutral
Sexuality: Bisexual
Age: 142
Height: 4’4”
Weight: 135 lbs
Misc: Can’t sing to save his life.
Name: Dodur
Gender: Male
Race: Bugbear
Class: Monk
Subclass: Way of the Four Elements
Background: Investigator
Alignment: Lawful Good
Sexuality: Asexual
Age: 25
Height: 7’2”
Weight: 275 lbs
Misc: An excellent investigator, but lacking in charisma.
Name: Sharai
Gender: Female
Race: Tiefling
Class: Bard
Subclass: College of Lore
Background: Entertainer
Alignment: Chaotic Good
Sexuality: Pansexual
Age: 23
Height: 5’6”
Weight: 145 lbs
Misc: A talented musician, but her passion is storytelling. Tagging along to record the party’s (mis)adventures.
Name: Kolgos
Gender: Male
Race: Elf Orc (Custom Lineage)
Class: Warlock
Patron: The Genie (Efreeti)
Pact: Pact of the Blade
Background: Outlander
Alignment: Neutral Good
Sexuality: Straight
Age: 26
Height: 5’9”
Weight: 185 lbs
Misc: Lost his family to a pack of lycanthropes but escaped alive and uninfected.
Meet the wonderful Metronome Metchagnome! He is a bard I'm playing for Waterdeep Dragon Heist! He has 8 intelligence and is ready to charm his way through life!
A gift for a friend of mine! Their character unfortunately died and they needed some for their new one aaaa
Don’t use or repost my art without permission.
Quick Build Sundays #1 - Dryad
Hey everyone! This is the first in a new series of posts I plan on doing, where I take you through a simple character build for 5e that can let you play as your favorite homebrew race concept without actually using any homebrew at all. I can't promise it'll be every Sunday, but I'm going to make an effort to at least post them more consistently than my homebrew content, since they're a lot easier to do.
Before we start, some simple ground rules:
Any official WotC-published material is fair game, especially the Custom Lineage race option from Tasha's Cauldron of Everything.
No homebrew or Unearthed Arcana, period.
Builds can't require higher than level 5, and should aim for level 3 or lower. Feats are allowed, and multiclassing is allowed but only as a last resort.
Flavor is free, but sticking close to official flavor or using features that directly encourage reflavoring in their descriptions is preferable when possible.
The goal is to have fun. These builds won't be optimized or involve any number crunching, just picking a concept and trying to recreate it as accurately as possible.
And so, without further ado, I present the first quick build of the series - the Dryad! This version is based primarily on the Monster Manual stat block for dryads, which are a CR 2 creature.
Race: Custom Lineage This lets us get 60ft of darkvision along with the Fey Touched feat, which we'll use to increase our Wisdom and get the ability to cast misty step and charm person. We can't get a true Tree Stride ability this early on, but a little flavor on misty step can take care of that, and charm person is an excellent replacement for the dryad's charm ability. I recommend taking Sylvan as your choice of language as well.
Background: Outlander You're a literal nature spirit, the incarnation and avatar of a single specific tree. It only makes sense that your background should reflect that isolated, naturalistic lifestyle. For your background language, I recommend you pick up Elvish, and I personally like the pan flute for the instrument proficiency, though anything can work nicely there.
Class: Ranger 3 (Swarmkeeper) As a nature spirit, you're uniquely suited to being a druid or ranger. I'll go with ranger here for a bit of fun with Swarmkeeper flavor, but you could easily do this build with druid as well, since they both get all of the spells from the dryad stat block. The Druidic Warrior fighting style lets us pick up a couple of druid cantrips, in our case specifically druidcraft and shillelagh. For our other spells, we want to take goodberry, entangle, and whatever else you feel fits. Make sure to pick up barkskin and pass without trace when you reach level 5! The Primal Awareness optional feature will also give us access to speak with animals, which ticks another box on our list, though we can't quite pull off talking to plants yet. Gathered Swarm encourages you to flavor the appearance of your swarm to your liking - in this case, we'll get a little extra creative and have our swarm be a mass of roots and vines that we control instead of a bunch of tiny fey creatures.
And there you go! By level 2, you can be playing a shockingly effective recreation of a dryad, and by picking up Swarmkeeper at level 3, we can lean even harder into that magical fey plant vibe with some control over the plants around us. There are a small handful of things missing from this build, though:
We can't really get a true equivalent to Tree Stride, but you can flavor misty step instead and it should work just fine.
We can't get the ability to talk to plants just yet, but with Primal Awareness giving us speak with animals we can manage the animals part at least.
We can't get magic resistance, which is probably for the best anyway, it's a bit overpowered.
As always, you can tweak things about this to fit how you want to play. Maybe you'd prefer to be a druid, or even a Nature cleric! Even beyond that, though I hope this post gives you some inspiration on how you can start to think more creatively about what you can do without homebrew in 5e, and maybe inspire you to play the character you never thought you could.
If you have any suggestions for ideas you'd like me to try for this series, let me know! A reblog, ask, or reply are all great ways to get in touch =)
rebirth crew dynamic (pose from here)
TCoE Custom Lineages and Homebrew Races - Which Should You Use?
TLDR: Homebrew is the most flexible option, but is harder to make and often harder to convince your DM to let you use, especially because of how much work balance checking can be. Custom lineages make it easy to hit a halfway point, giving you some of the flexibility of homebrew without creating a huge workload of balancing for you and your DM.
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Hey y'all! Sorry I've been so inactive lately. With the upcoming Custom Lineage rules in Tasha's Cauldron of Everything (releasing tomorrow at time of writing), and given that homebrew races are kind of my thing, I figured it was time I talk a bit about my thoughts on which you should use when, which is better, and what custom lineages mean for the future of homebrew races.
So what are custom lineages? In a nutshell, you can choose to use a custom lineage instead of a predefined race. It's essentially a better variant human - Small or Medium, 30ft walk speed, +2 to any ability score, a feat, 60ft darkvision or a skill proficiency, and Common plus a language of choice. You can borrow and tweak the lore of an existing race, or come up with your own.
The first, and most important, thing I want to say is that custom lineages are not going to take the place of homebrew races entirely. They are not intended to, nor are they capable of doing so. Homebrew will always have its place in D&D, and TTRPGs in general. That said, custom lineages are a simple, easy, viable way to make homebrew-like races you can use just about anywhere.
Secondly, with this, there's very little reason to ever use variant human anymore, which... honestly, I'm okay with. VH was already the race of choice for powergaming and horribly oversaturated; at the very least, this should hopefully encourage a bit more creativity on the RP front when dealing with crazy builds. That said, outside of powergaming I don't think this will take the place of predefined official races all that much more than VH already did - it trades extreme versatility for breadth of features gained, so it's rarely if ever going to be better than a predefined race in every metric, despite often being much better in a particular metric that's the focus of your build.
The real crux of what custom lineages bring to the game, for me at least, is a sort of "soft homebrew". Yes, you can make tweaked versions of existing races to better fit a particular character concept, and that's all well and good, but the real meat of it in my opinion is that we now have a very simple, easy to use framework for entirely unique custom races. It's never going to be as flexible or versatile as actual homebrew, of course - it's still really just a feat container like VH - but it gives us an officially supported structure in which to build simple homebrew-like races that are more likely to actually be able to hit the table than full on homebrew. That's a huge opportunity for creative players to really go wild with the kinds of characters they create, without dumping a huge workload of balance checking onto DMs; it's all official materials, so you already know it's at least passably balanced (though I'd certainly raise an eyebrow at taking Sentinel).
Even with all the little flaws in implementation, I'm really looking forward to this hitting shelves and starting to make it into actual games. Think about it - you want to play a 7-foot tall dog man? A pile of rocks given form and sentience by a spell gone wrong? A race with prehensile toes who always walk on their hands? As long as you can work with your DM to make the lore fit, you probably can. No need to spend hours homebrewing your stats, hoping your DM will accept it and you haven't just wasted your time.
So what does this mean for me? Well, I'll still keep making homebrew races whenever I happen to feel like it. My commissions are still open if you want to lend me a hand with my bills. Like I've said earlier in this post, homebrew still has its place, and that's not going to change. But I may also take some dives into custom lineage related posts - themed builds, custom feats, and so on. I'm hopeful for the future of what this can bring to the game, and excited for the possibilities. It's a new day for 5e, and it's looking like a sunny one.
Just realized custom lineage is an absolute boon for spelljammer PCs. Play any kind of alien you want!