Below follows a large list of Homebrew races for use in my 4e games. They are subject to individual approval, (and should be used with care, not least because they are by definition incompatable with the character builder!)
Credited where applicable. Changes and rebalancing may take place before final approval, however.
Note - Anyone interested in playing a race posted here, pm me or email me and we'll work the specifics out.
[Contents]Collected Homebrews- [HB 1.0] Harpy
- [HB 2.0] Satyr
- [HB 3.0] Kua Toa
- [HB 4.0] Sahaugin
- [HB 5.0] Yuan-Ti
- [HB 5.1]Yuan-Ti Racial Feats
- [HB 6.0] Illithid
- [HB 6.1] Playing an Illithid
- [HB 7.0] Medusa (Female)
- [HB 8.0] Medusa (Male)
- [HB 9.0] Lizardfolk
- [HB 9.1] Lizardfolk Racial Feats
Tiki's Homebrews- [THB 1.0] Dragonwrought Kobold
- [THB 1.1] Dragonwrought Kobold Racial Feats
- [THB 2.0] Rakshasa
- [THB 2.1] Rakshasa Racial Feats
The following few are taken from
here, and are not my creation.
Monstrous Races brewed by Limos of the Giant In The Playground forums. Reproduced without explicit permission.[HB 1.0] HarpyRACIAL TRAITSAverage Height: 50 55
Average Weight: 100 120lbs
Ability Scores: +2 Constitution, +2 Charisma
Size: Medium
Speed: 6, 8 Fly (clumsy)
Vision: Normal
Languages: Common
Skill Bonuses: +2 Bluff, +2 Perception
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.
Avian Build: You cannot fly while encumbered or while wearing heavy armor. In addition you cannot wield a weapon in two hands while flying.
Deadly Screech: You may use Deadly Screech as an encounter power
Deadly Screech Harpy Racial PowerYour high pitched shriek brings pain and confusion to all within hearing.Encounter✦ Thunder
Standard Action Close Burst 1
Deaf creatures are immune
Target: All in burst
Attack: Charisma +2 vs. Fortitude
Increase to +4 at 11th level
Increase to +6 at 21st level
Hit: 1d4 + Charisma modifier thunder damage and the target is dazed until the end of your next turn.
[HB 2.0] SatyrRACIAL TRAITSAverage Height: 55 60
Average Weight: 130 180lbs
Ability Scores: +2 Dexterity, +2 Charisma
Size: Medium
Speed: 6
Vision: Low-Light
Languages: Common, and Elven
Skill Bonuses: +2 Bluff, +2 Nature
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.
Suave Aura: You grant all non-Satyr allies within 5 squares a +2 bonus to Bluff.
Feint: You may use Feint as an encounter power
Feint Satyr Racial PowerYoure just too sexy for them to keep their eyes off you.Encounter
Move Action Ranged 5
Blind creatures are immune
Target: One creature within 5 squares
Attack: Charisma or Dexterity +2 vs. Will
Increase to +4 at 11th level
Increase to +6 at 21st level
Hit: You gain combat advantage against the target until the end of your next turn.
[HB 3.0] Kua ToaRACIAL TRAITSAverage Height: 49 59
Average Weight: 140 170lbs
Ability Scores: +2 Strength, +2 Dexterity
Size: Medium
Speed: 6, Swim 6
Vision: Darkvision
Languages: Common and Deep Speech
Skill Bonuses: +2 Acrobatics, +2 Dungeoneering
Aquatic: You may breathe normally underwater and ignore rough water while swimming. You never need to make an Athletics check to swim.
Kuo-toa Weapon Proficiency: You gain proficiency with the Trident.
Slick Maneuver: You may use Slick Maneuver as an At-will power.
Slick Maneuver Kuo-toa Racial PowerYour too slippery for them to handle.At-Will
Immediate reaction
Trigger: An attack from an adjacent enemy misses you.
Effect: You may shift into any other legal square adjacent to the same enemy, up to two squares away.
[HB 4.0] SahauginRACIAL TRAITSAverage Height: 55 60
Average Weight: 130 180lbs
Ability Scores: +2 Strength, +2 Constitution
Size: Medium
Speed: 6, Swim 6
Vision: Low light
Languages: Common and Deep Speech
Skill Bonuses: +2 Intimidate
Aquatic: You may breathe normally underwater and ignore rough water while swimming. You never need to make an Athletics check to swim.
Blood Hunger: You gain a +1 bonus to attack rolls and a +2 bonus to damage rolls against bloodied enemies.
Sahuagin Fury: You may use Sahuagin Fury as an encounter power.
Sahuagin Fury Sahuagin Racial PowerSometimes its nice to have a couple extra hands to work with.Encounter
Standard Action Melee
Make a melee basic attack and then two secondary attacks against the same enemy.
Secondary Attack: Strength +2 vs. AC
Increase to +4 at 11th level
Increase to +6 at 21st level
Hit: 1d6 + Strength modifier damage.
[HB 5.0] Yuan-TiHomebrew race originally by Limos, Edited by Tiki.RACIAL TRAITSAverage Height: 55 65
Average Weight: 140 200lbs
Ability Scores: +2 Dexterity, +2 Constitution
Size: Medium
Speed: 6
Vision: Normal
Languages: Common and Draconic
Skill Bonuses: +2 Stealth, +2 Intimidate
Serpent Coils: You gain a +2 bonus to grapple checks.
Serpentine Form: A Yuan-Ti may not wear foot-slot items unless they are designed for, or modified to suit the Yuan-ti.
Venomous Strike: You may use Venomous Bite as an Encounter power.
Venomous Bite Yuan-Ti Racial PowerFangs bared, you strike with lightning speed.Encounter
Standard Action Melee
Target: One Creature you have grabbed.
Attack: Strength +2, Constitution +2 or Dexterity +2 vs. Fortitude
Hit: 1d6 + Strength, Constitution or Dexterity modifier damage and Ongoing 5 poison damage(save ends).
Level 11: +4 bonus and 2d6 + Strength, Constitution or Dexterity damage and Ongoing 10 poison damage(save ends).
Level 21: +6 bonus and 3d6 + Strength, Constitution or Dexterity damage and Ongoing 15 poison damage(save ends).
Special: When you create a character, choose Strength, Constitution or Dexterity as the ability score used for this power. This choice remains throughout your characters life and cannot be changed.
[HB 5.1]Yuan-Ti Racial Feats
Crippling VenomHeroic TierPrerequisite: Yuan-Ti
Benefit: Creatures effected by ongoing damage from your Venomous Bite are also slowed.
Spit VenomHeroic TierPrerequisite: Yuan-Ti
Benefit: Once per day, you may use your Venomous Bite racial power as a range 5 attack instead of targeting a creature you have grabbed.
Special: If the Yuan-Ti chooses to do so, they may not use their Venomous Bite again untill after taking an extended rest.
Crushing CoilsHeroic TierPrerequisite: Yuan-Ti, Level 6
Benefit: You may use the Constrict encounter power against a target grabbed by you.
ConstrictYou loop your coils around your foe, freeing your hands and squeezing inexorably.Encounter
Minor, melee touch
Target: A creature you have grabbed
Effect: You shift 1 square into a space occupied by the target. Till end your next turn, you do not need to keep a hand free to sustain the grab.
Sustain Minor: You deal damage equal to your Strength or Constitution to the target and do not need to keep a hand free to sustain the grab.
Serpent's MotionParagon Tier
Prerequisite: Yuan-Ti, Level 11
Benefit: You gain a climb-speed of your speed -2.
Special: You may not use this movement speed to climb a surface or structure that offers no holds or suitably rough texture.
(For example, a glass wall.)Special: Your DM has final say on what surfaces and angles it is possible for you to move across in this way.
[HB 6.0] IllithidRACIAL TRAITSAverage Height: 55 63
Average Weight: 130 180lbs
Ability Scores: +2 Intelligence, +2 Charisma
Size: Medium
Speed: 6
Vision: Normal
Languages: Common, Deep Speech, Telepathy 10
Skill Bonuses: +2 Bluff, +2 Diplomacy
Abberant Origin: Your ancestors were native to the Far Realms, so you are considered an Abberant creature for the purpose of effects that relate to creature origin.
Brain Eater: On a successful Coup-de-grace you gain temporary hitpoints equal to half the targets highest mental ability score.
Mind Blast: You may use Mind Blast as an encounter power.
Mind Blast Illithid Racial PowerYou crush the psyches of the weak with your superior mind.Attack: Intelligence, Wisdom or Charisma vs. Will
Hit: The target is dazed (save ends) for a maximum number of rounds equal to your Intelligence, Wisdom or Charisma modifier.
Special: When you create a character, choose Intelligence, Wisdom or Charisma as the ability score used for this power. This choice remains throughout your characters life and cannot be changed.
[HB 6.1] Playing an IllithidIn the Thousand Shattered Mirrors setting, (that is to say, the multiverse wherein any of my DnD games are likely to be set), there are clear differences between the classical Illithid and one who would be available as a Player Character.
Classic IllithidsEvil to the core, apparently part of a fragmented empire. A typical community of such Illithids is largely isolated, keeping and raiding for slaves and food. (There is, of course, some crossover between the two). Such settlements/strongholds are ruled absolutely by vast, impossibly powerful psychic entities called 'Elder Brains', the exact nature of which is very much a mystery.
The Classic Illithid, though known for working with each other well enough, is totally incapable of normal interaction with outsiders, treating everything as either prey, or at best, a rival. They appear to feed only on brains.
Conclave IllithidsThis second type differ very subtly from their fellows. The exact nature of such differences vary with the telling, but many such rumours claim that their homeworld lacks Elder-Brains, or that they occur naturally on that world in some way. Whatever the truth, such rare individuals that have been encountered from this poorly defined subsect are rarely as instantly hostile to outsiders and even having amicable and direct dealings with non-illithids.
At present, little is know about them. If anyone wishes to
play one, then they will of course be privvy to a lot more. Also, depending on events in campaigns, you may 'unlock' further information, or even meet one yourself.
[HB 7.0] Medusa (Female)RACIAL TRAITSAverage Height: 49 59
Average Weight: 130 180lbs
Ability Scores: +2 Dexterity, +2 Charisma
Size: Medium
Speed: 6
Vision: Low-light
Immune: Petrification
Resist: 5 Poison
Petrifying Gaze: You may use Petrifying Gaze as an encounter power.
Petrifying Gaze Medusa Racial PowerYou will look lovely in my statue gardenEncounter✦ Gaze, Poison, Psychic
Standard Action Close blast 3
Blind creatures are immune.
Attack: Intelligence, Wisdom or Charisma vs. Fortitude
Level 11: Intelligence, Wisdom or Charisma +2 vs. Fortitude
Level 21: Intelligence, Wisdom or Charisma +4 vs. Fortitude
Hit: Target is Immobilized (save ends).
(Second failed save) Target is Petrified (save ends)
Special: When you create a character, choose Intelligence, Wisdom or Charisma as the ability score used for this power. This choice remains throughout your characters life and cannot be changed.
[HB 8.0] Medusa (Male)RACIAL TRAITSAverage Height: 52 63
Average Weight: 150 210lbs
Ability Scores: +2 Strength, +2 Charisma
Size: Medium
Speed: 6
Vision: Low-light
Immune: Petrification
Resist: 5 + 1/2 Level Poison
Venomous Gaze: You may use Venomous Gaze as an encounter power.
Venomous Gaze Medusa Racial PowerI can shoot poison from my eyes. Want to see?
Encounter✦ Gaze, Poison, Psychic
Standard Action Close blast 3
Blind creatures are immune.
Attack: Intelligence, Wisdom or Charisma vs. Will
Hit: 1d6 + Intelligence, Wisdom or Charisma modifier Poison damage and 2 ongoing poison damage.
Level 11: 2d6 + Intelligence, Wisdom or Charisma modifier Poison damage and 4 ongoing poison damage.
Level 21: 3d6 + Intelligence, Wisdom or Charisma modifier Poison damage and 6 ongoing poison damage.
Special: When you create a character, choose Intelligence, Wisdom or Charisma as the ability score used for this power. This choice remains throughout your characters life and cannot be changed.
The following is sourced from
Here and is credited to 'Sepsis'.
[HB 9.0] LizardfolkRacial Traits Average Height: 6272
Average Weight: 220300 lb.
Ability Scores: +2 Strength, +2 Dexterity
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Draconic
Skill Bonuses: +2 Athletics, +2 Endurance
Reptillian: Your race is reptillian and is cold-blooded. You have the reptile keyword, so you are considered a reptile for the purpose of effects that relate to creature origin.
Enduring Breath: You can hold your breath for 10 rounds (rather than 5 rounds) before you need to make endurance checks. Additionally, you don't need to make endurance checks to hold your breath in strenuous situations.
Swamp Walking: You ignore difficult terrain caused by bog, mud, or shallow water.
Saurian Nature: While partially civilized you still feel the call of your wild animal blood. At the time of character creation choose either the Nature or Stealth skills. You recieve a +2 racial bonus to your chosen skill.
Sidestep Attack: You may use the Sidestep Attack power.
Sidestep Attack Lizardfolk Racial PowerYour snake-like speed allows you a sudden move while striking.Encounter
Move Action Melee or Ranged Weapon
Effect: You shift one square before or after making a Basic Melee or Basic Ranged attack.
[HB 9.1] Lizardfolk Racial Feats
Bog Cloud [Lizardfolk]Heroic TierPrerequisite: You must be a Lizardfolk, Trained in Arcana or Religion.
Benefit: You can swap one 1st-level or higher Encounter attack power you know for the Bog Cloud attack power.
Bog Cloud Lizardfolk Racial Power
The ground hisses and thick swamp vapors boil into the air.Encounter Poison, Implement
Standard Action Ranged 10 Burst 2
Target: Creatures within the Burst.
Attack: Dexterity Vs. Fortitude
Hit: Targets within Burst take 2d8 + 1/2 level poison damage, and are Dazed (save ends).
Marsh Blessing [Lizardfolk]Heroic TierPrerequisite: You must be a Lizardfolk, Trained in Arcana or Religion.
Benefit: You can swap one 1st-level or higher Encounter power you know for the Marsh Blessing power.
Marsh Blessing Lizardfolk Racial Power
A rich earthy smell drifts up from below your feet.Encounter Healing, Implement
Standard Action Aura 5
Effect: Allies that start their turn in the aura regain Hit Points equal to their Constitution modifier.
Sustain Minor: You are Slowed while sustaining this Aura.
Poison Spittle [Lizardfolk]Heroic TierPrerequisite: You must be a Lizardfolk
Benefit: You can swap one 1st-level or higher Encounter power you know for the Poison Spittle power.
Poison Spittle Lizardfolk Racial Power
You coat your weapon in venomous spittleEncounter Poison, Weapon
Minor Action Melee touch
Target: One held weapon
Effect: The next attack made with the weapon deals an additional 1d6 poison damage.
Special: The poison damage increases to 2d6 at 11th level (or higher) and to 3d6 at 21st level (or higher).
Swamp's Grasp [Lizardfolk]Heroic TierPrerequisite: You must be a Lizardfolk, Trained in Arcana or Religion.
Benefit: You can swap one 1st-level or higher Encounter attack power you know for the Swamp's Grasp attack power.
Swamp's Grasp Lizardfolk Racial Power
The ground churns and gurgles as it transforms into a thick bog.Encounter Zone Implement
Standard Action Ranged 10 Burst 2
Target: Creatures within the Burst.
Attack: Dexterity Vs. Reflex
Hit: Targets within Burst are Immobilized (save ends). The zone is difficult swamp terrain until the end of the encounter.
Special: At Paragon levels the burst increases to 3, and at Epic levels the burst increases to 4.
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