Having received a copy of the Dungeon Master’s Guide this week, I’ve been keen to begin to modify things to better fit my own fantasy setting.
Today, I’ve had a stab at creating a new species (or “race”) for D&D5e. This idea has been around for some time in my gaming circle, but it’s the first time I’ve tried to present it for any edition of D&D.
Bruxx?
Bruxx arise from my own love of rats. We have kept pet rats for several years now, and these furry but intelligent creatures have delighted and amused us all along.
The name comes from the rat-keepers slang term which is used to describe the chittering and foofing noise that happy rats make by grinding their teeth: “bruxxing”. The concept is for a positive rendering of the species as anthropomorphic humanoids with some magickal qualities.
One thing to note: rats are amazingly smart in comparison to other mammals, and they seem to possess an ability to either teleport or to con their way out of any situation. With these observations (and non-scientific theorem) in mind, I have given the two subraces of Bruxx some amazing abilities.
Bruxx in The Ice-Rivan Realm
Bruxx are a species of “rat-men”, taller than the Drax but shorter than a Human. They have a rat-shaped head, walk upright (usually) using their very long tails to balance. Highly sensitive to scent and sound, Bruxx have poor distance vision but a good sense of touch.
Although distasteful to some Humans (and often to Nyhi), Bruxx are a clean, well-ordered society with a clear hierarchy based on fitness and wits – the quickest brain and the strongest stomach. They are not (contrary to popular belief) evil creatures by nature.
Many Bruxx have been captured and enslaved by Humans over the years, leading to some distinct nervousness when visiting some of the larger settlements; rural relations, however, tend to be amicable.
Bruxx are quick-witted and agile, yet physically less strong than Humans. You can play them as furtive and quick-tongued, or as cautious and deliberate with equal ease. Think rats and you’re on to a winning strategy for roleplay.
Bruxx Traits
Bruxx are not in the Player’s Handbook. They are a new race for the setting. Your Bruxx character has certain characteristics in common with all other Bruxx.
Ability Score Increase: Your Intelligence score increases by 2.
Age: Bruxx mature quicker than Humans do, and most are expected to settle down to into an adult life by around age 10. They can live 40 to 50 years on average, with some very well-kept Bruxx going on to live 60 years.
Alignment: Bruxx are free spirits and are most often Chaotic, tending to ignore rules that don’t suit their tastes. They also tend towards Good, given that they prefer social groupings and generally value communal care over selfishness.
Size: Bruxx usually stand around 5 feet tall, with very little variation in overall height. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Darkvision: Accustomed to life beneath the ground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of gray.
Keen Senses: You have proficiency in the Perception skill.
Bruxx Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.
Languages: You can speak, read, and write Common and Bruxxic. The Bruxxic language, which uses a unique script of vertically arranged marks similar to cuneiform, is renowned for its usefulness in communicating complex instructions in short phrases.
Subrace: Two subraces of Bruxx are found across the Ice-Rivan Realm: snow bruxx and rock bruxx. Choose one of these subraces.
Snow Bruxx
As a Snow Bruxx, you have a natural knack for stealth and an inherent quickness. In the Ice-Rivan Realm, Snow Bruxx are rare and secretive, preferring the wild places away from human villages and towns. Living in underground burrows, Snow Bruxx find refuge from the harsh winters by stock-piling food and covering the entrances to their homes with disguised round doors. Snow Bruxx have good relations with wild things, especially with Wild Nyhi whom they have often aided in times of trouble.
Ability Score Increase: Your Dexterity score increases by 1.
Wild Step: You can cast the misty step spell once using this trait. You regain the ability to do so when you finish a long or short rest.
Nimble Escape: You can take the Disengage or Hide action as a bonus action on each of your turns.
Rock Bruxx
As a Rock Bruxx, you have a natural toughness and an inherently high speed. In the Ice-Rivan Realm, Rock Bruxx are equally rare but (perhaps) less secretive than their snowy brethren, preferring mountainous caves away from human villages and towns but being prepared to trade with all who live nearby. Rock Bruxx often have good relations with humans, often hiring themselves out as guides to adventurers who are tracking the more evil denizens of the under realms.
Ability Score Increase: Your Constitution score increases by 1.
Magickal Influence: You can cast the suggestion spell once using this trait. You regain the ability to do so when you finish a long or short rest. You use Intelligence as your spell casting ability for this spell.
Fleet of Claw: Your base walking speed increases to 35 feet.
That Was Fun
To be honest, that wasn’t too hard at all. Taking the advice in the DMG, it’s quite simple to modify or create new species for your games. I aim to build on this with the addition of Goblins, Hobgoblins, Orcs, and Uruk to my campaign choices – in the spirit of the Old School (especially that of David Hargrave), which encourages adding variety and modifying the game to your own tastes.
Hope you enjoy the Bruxx! Comments welcome.
Game on!
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