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View Full Version : D&D 5e/Next The blood marked (Player race with too many subraces, PEACH)



Gnomes2169
2014-10-21, 11:52 AM
((Note, this entire race basically works as the "Catch all" for the heritage races/ feats/ templates (half-dragon, half-fiend, half celestial, fey heritage, etc). The major difference is that the blood marked are created/ suffused through magic ritual or experimentation. *Important* As this does not fit with every setting, the fluff and name are both entirely mutable. If you want more of an inherited fluff, use a name along the lines of "Inheritor" and make your own fluff text. :smalltongue:))

The Blood Marked


Turning from her altar, the priestess lifted a small, glowing bundle of cloth and swaddling clothes into the air, and she let the chanting drone fade before announcing to her congregation, "Behold, children, the fruit of my creation. This babe of mortal birth has been reforged, infused with the power and glory of beings of far greater ken than it could ever be worth. Know that this child is destined for great things, destined to serve and to lead, and destined to be remembered throughout all of history."
Faltering for a moment and stumbling back against the altar, she smiled and held the child close to her breast, carefully cradling his head before setting her final creation carefully upon the stone slab, catching her breath just long enough to whisper, "Remember him... for he shall be my legacy..." and then she passed from her mortal life to the embrace of the great spider. So ended the fifth matron of Llolth.
-History of the drow, birth of the Forsaken

Mortal men and women infused with supernatural powers, marked with runes of power and grace, created to fulfill a greater purpose, and forged to be some of the greatest heroes and most depraved villains the world has ever seen. All of these things are traits that a blood marked possesses, and with them each member of their race holds the potential to rewrite the course of history.

Variable in origin

The ritual to create a blood marked must begin at the earliest stages of childhood, giving the mortal body time to adjust to being a host for their supernatural powers. Because of the nature of their creation, certain creatures will serve certain marks more readily, and with less danger to the child (For example, a teifling would be more apt to accept a mark of fiendish origins than an aasimar would be to accept the same mark). However, once a creature has adjusted to the energies bound within themselves their original race does not seem to influence the potential of their mark. This leads to an incredible amount of variety among the blood marked, allowing them to be almost any shape, size or color. Add onto this the multitudes of bloodlines they can draw their power from, and the true variety of the race is staggering.

Purpose in creation

Blood marked are not born, they are shaped and created through long, costly magic rituals, and are marked with a glyph infused with the aspect of a being who's power goes beyond the natural. Such power is difficult to channel, let alone contain, and it often influences the personality and decisions a blood marked will make later on in life. Because these results can usually be predicted, the existence of a blood marked is entirely related to some specific need or desire of their creator and they are often raised knowing what this purpose is. While most blood marked will resign themselves to their station and accept the responsibility, there are some who balk under the weight of their duties, or who reject the destiny forced upon them to make their own paths. Regardless of what paths they take, the blood marked are destined and given the tools to achieve greatness, and it is an incredibly rare occurrence for a member of their race to go unheard of.

Rare and cursed

Meeting a blood marked is a rare and unusual circumstance, as the ritual to create them is both incredibly costly and renders the child completely sterile. On one hand, this might seem to be a minor blessing as a member of this race seems to draw trouble to themselves like moths to a flame, which would endanger any loved ones they might have. On the other hand, it also often leads to a bitter resentment towards their masters, who robbed the blood marked of any chances to have and to hold a child of their own, and often leads a blood marked to feeling like they are an incomplete person or somehow less than their peers. Not many people know of this cost, and even the majority of the creators are unaware of the sacrifice they force on their "children."

However, this scarcity also lends to the wonder and stature that the blood marked's nature conveys. Often treated as prophets, heroes or persons of import, the blood marked are almost always welcomed into any society and treated as celebrities if they decide to reveal their defining trait. Sometimes this is more trouble than it's worth, especially if the blood marked is into the more... seedy occupations, or if they are in a place where their mark would garner infamy, and many go to great lengths to ensure that no one can recognize what they are.

Individuals not societies

Given how scarce they are, the blood marked would not be able to create a viable society if they wanted to, and its not particularly likely that they would want to anyway. Being raised most commonly by a community, organization or secret society and being taught the values inherent to them, blood marked tend to hold vastly different values than other members of their race. While these differences may be overcome through a shared kinship in purpose or loneliness, such bonds tend to be only temporary as cultural disparity proves too great of a barrier and causes them to drift apart. For those that strive to overcome their prejudices and give themselves to their relationship with their marked kin, however, there is some hope for a life long companion who can understand the life that has been forced upon them.

Bloodmarked names

While most blood marked are given names that sound similar to those of their birth race, there are some creators that think of such things as unworthy for their masterpiece creation, and they will find some way to name the child for the purpose they were created. These names shall not be listed, but titles along the lines of Wrath, Messiah and Prophet, while they are blatant, would work as a middle or last name. However, first names should reflect the race and particular culture the bloodmarked comes from.

Blood marked traits
Your blood marked character has a number of traits associated with all blood marked.
Ability score increase: Your supernatural influence has infused you with heightened durability, increasing your constitution score by 2.
Age: Regardless of which race they come from blood marked seem to grow at a moderate rate, reaching adulthood at the age of 20-25. After this point, their aging proccess slows down immensely and those that survive their trials have been known to live as long as 700 years before the energies sustaining them finally run out and allow them to die.
Alignment: While many bloodmarked are resigned to their forced destiny, this does not mean that they are necessarily lawful. Their background and beliefs are shaped by their experiences, and they can be of any part of the alignment spectrum.
Senses: You have eyes adjusted to the darker places of the world, granting you darkvision out to 60'.
Size: A bloodmarked is of typical height for their race, and of typical weight as well. Choose a race from the Player's Hand Book, your height and weight are the same as this race, along with your size category. Regardless of race or size, your overland speed is 30'.
Languages: You may speak, read and write common.
Subrace: Also referred to as a mark, your subrace is one of the options listed below. Your mark leaves a visible symbol on your body, denoting which aspect you are infused with. This symbol is variable in size and shape, sometimes covering half of your body, and others covering nothing more than the palm of your hand. Once made, the size and location do not change.

The aberrant mark is one of a strange, alien intellect. While those marked with it might not seem all too different at first glance, a creature might notice that an aberrant mark's eyes are dull, never truly focused. While they breathe, it's only to converse or provide a facsimile of life. Their body never seems to move quite right, and even their hair does not sway or bounce exactly like it should. In short, aberrant bloodmarked are... off. Their bodies and minds do not work like a normal creatures, which is both their greatest advantage and their greatest weakness. While their psionic potential might be impressive, their ability to react to threats is... somewhat lackluster. The mark of an aberrant bloodmarked is etched into one of their sensory organs, taking on a similar, though distinct, color and shape to the part they cover, and are often incredibly hard to hide because of this.
Ability score increase: Your Intelligence score increases by 1.
Aberrant body: You do not require sleep, and only need to eat half of the normal amount of food your race typically requires. Your long rests still require you to be mostly dormant for at least 8 hours.
Innate psionics: Choose one psionic discipline. You may concentrate on that discipline, and may manifest one of the 1 psi point powers of that discipline without paying any costs. Once you use this power, you must complete a long rest before you can use another power in this manner.* Intelligence in your manifesting stat for this discipline.
Languages: You may speak and understand Deep Speech. If there was a written language, you would be able to read and write it.
Slow response: You have disadvantage on initiative rolls.
Twisted mind: You are immune to the charmed condition.

*This ability is open for further review later on, as psionics still have not been released and the final form is not yet known. However, if it remains similar to the system shown already, then this ability should not change TOO much from its current state.

The beast, wild, uncontained, ruthless... and very out of place in a civilized place, the beast mark is a savage thing. Associated with barbarians and other wild folk, or even packs of roving animals such as wolves, the minds of the beast marked are simpler. Less concerned with grand overarching schemes and academic knowledge or power, the beasts live far more in the here and now and interact with the physical world around them. Gifted with far sharper senses than their brethren, the beast is far more suited to hunting. Even compared to the more bodily focused bloodmarked, the beast is physically superior in almost every respect. Their mark is more of a patch of fur, with eyes tinted a pure blue or golden amber.
Ability score increase: Your Strength and Dexterity increase by 1.
Increased darkvision: You have darkvision out to 120 feet.
Fast step: Your movement speed increases by 5.
Natural weapons: Your unarmed strike is some kind of natural attack, either a bite, slam or even claw if you have a more animalistic base race. Regardless of what your weapon is, it deals 1d4+your strength modifier of a thematically appropriate damage type. (Bites are piercing, slams are bludgeoning, claws are slashing, etc) These natural weapons are still considered unarmed strikes.
Scent: You have advantage on all Wisdom (survival) and Wisdom (perception) checks made to follow or identify smells.
Skills: You gain proficiency in Perception.
Uncivilized: You have disadvantage on all Wisdom (survival) and Wisdom (perception) checks made within an urban setting. Additionally, you have disadvantage on all Intelligence checks that are not associated with the Nature skill.

Those of the celestial mark are most often called to be guardians and healers, protecting others with their bodies and innate magical abilities. Often they are called upon to be wise councilors and advisers in times of peace, and they strive to maintain this peace at all costs. Sometimes a celestial marked will become overzealous in their duties and become blind to the harm they cause, or they will simply not care and abuse their power and stature for their own personal glory. Their marks tend to be of golden or silver coloration.
Ability score increase: Your Wisdom score increases by 1.
Extra language: You can speak, read and write celestial.
Healing touch: Whenever you cast a spell that heals a creature you may increase the amount healed by 1d8.
Innate spell casting: You may cast the cantrip spare the dying. At level 3 you may cast the spell cure wounds once per long rest. At level 5 you may cast cure wounds twice per long rest, and it is cast as a level 2 spell. Your casting stat for these spells is wisdom.
Radiant heart: You have resistance to radiant damage.

A demonic's personality is colored by extreme swings in emotion, often bouncing between the more base of desires such as lust, greed and wrath. The depths of passion and desire a fiend marked displays are often attributed to abyssal influences, and it often causes harm to those around them. Some of these beings struggle against their base nature, trying to overcome their own dark desires and the prejudices against them, hoping to be seen as something more than a bloodthirsty, fire throwing hedonist. Their mark is typically a dark crimson or orange, and gives of a noticeable heat.
Ability score increase: Your Strength and Charisma scores increase by 1.
Abyssal resilience: You have resistance to fire damage.
Chaotic mind: You have advantage on saving throws against all charm and fear effects.
Innate spell casting: You may cast the cantrip firebolt. At level 3 you may cast the spell burning hands at level 2 once per long rest.
Languages: You may speak, read and write abyssal fluently.
Loose cannon: Whenever you are dealt damage you must roll a Charisma saving throw (DC 13 or 1/2 the damage dealt, whichever is lower). On a failed save you become blindingly enraged and must attack the closest creature to you, friend or foe, on your next turn. If there are two creatures within range, you prioritize enemies over friends. You may not cast or concentrate on spells while enraged.
Skills: You gain proficiency in intimidation.

Diabolic bloodmarked are, as their name suggests, cunning, ambitious and cold beings. Built to be ruthless bloodhounds and infused with the powers of the nine hells, bearers of this devilish mark are typically nasty pieces of work. Their magic is designed to help them in their quest to reach higher stations and subjugate others. The fires of the hells are theirs to command, making them resilient to other flames. They can change their form and twist others to their wills, and their cold, cunning intellect combined with their raw strength, while it often lands their owner in rather a lot of trouble, is enough to overwhelm many situations. This mark is a blackish red, speckled with little spots of sulfurous material.
Ability score increase: Your Strength and Intelligence scores increase by 1.
Hellish durability: You have resistance to fire damage. Additionally, if you are dealt fire damage you may use your reaction to negate the damage completely. You must complete a long rest before you are able to use this ability again.
Innate spell casting: You may cast the cantrip friends. At level 3 you may cast charm person once per long rest. At level 5 you may cast the spell disguise self once per long rest. Intelligence is your casting ability for these spells.
Megalomaniac: In addition to being unable to back down from a challenge you could possibly accomplish, you suffer disadvantage on all Wisdom (insight) and Charisma (persuasion) checks due to your massive hubris.

Of course there are those infused with the blood of dragons, and why wouldn't there be? The great beasts are the cause of many legends, and their deeds and power are spoken of long, long after they have passed. So why wouldn't someone try to trap that power and majesty into a smaller, much more pliable mortal body? Those of the draconic mark are the most variable, drawing bits of their personality from their particular breed of dragon and their own flavor of draconic power. Haughty and arrogant for the most part, draconic blood marked tend to look down on other mortal races and judge them harshly when they fail. The draconic mark is one of scales localized only to the mark itself which share the color of the dragon used for the infusion.
Ability score increase: Your Charisma score increases by 1.
Arrogance: Your draconic nature has made you haughty and overconfident. You have disadvantage on Wisdom (insight), Charisma (persuasion) and Charisma (deception) checks.
Breath weapon: You possess a breath weapon that deals the same type of damage as the dragon you choose. You may use this breath weapon as a bonus action. Your breath weapon deals 1d6 damage of the chosen type to a 30' line, with a dexterity saving throw (DC 8+Your proficiency bonus+Your constitution modifier) for half damage. At level 5 the damage increases to 2d6, at level 11 it increases to 3d6, and finally at level 17 it increases to 4d6 damage. After using your breath weapon, you must complete a short or long rest to regain use of it. Alternately if you roll for initiative and your breath weapon is expended, you can regain use of your breath weapon for that encounter.
Draconic protection: You have a small layer of scales that increases your armor class by 1.
Elemental affinity: You have resistance to the damage type of your breath weapon. However, you also have vulnerability to one of the following energy types: Fire, cold, lightning or acid. The damage type you are vulnerable to cannot be the same type as your breath weapon.
Languages: You may speak, read and write in draconic fluently.

Those of the eldritch mark are often seen as the quiet, disturbed individuals that know just a little bit too much. The blood of the
ancient slumbering lords of the far realms flows freely through their veins, whispering secrets and warping their minds and magic in often disturbing ways. The most influenced members of this mark speak in multiple voices simultaneously and seem to be forever lost in their own little worlds, while other, less extreme, members of the mark merely see things that are not there or argue with themselves sometimes. Their marks are typically corrupted flesh or transparent, truly grizzly sights to behold.
Ability score increase: Your Intelligence score increases by 2.
Eldritch mind: You are immune to the charmed condition.
Innate spellcasting: You know the cantrip eldritch blast. At level 3 you may cast the spell hex once per long rest. Your casting stat for these spells is intelligence.
Languages: You may speak, read and write in primordial fluently.
Little whispers: You have advantage on intimidation and intelligence checks.
Skills: You gain proficiency in any one of the following skills; Arcana, History, Nature or Religion.
Slightly mad: At the beginning of every combat round, roll a d20. If you roll a 1-3, roll a percentile die and consult the table below.
RollEffect
1-20You fall to the ground gibbering nonsense until your next round, dropping anything you are holding and losing concentration on any ongoing effects. You do not act this round.
21-30The old one who powers your mark speaks through you, causing all creatures within 60' of you to immediately make a charisma saving throw (DC 8+Your proficiency bonus+Your charisma modifier) or be inflicted with the frightened condition for one minute. Creatures that understand primordial who fail their saving throw are permanently driven insane instead. Only the spells restoration and wish may cure this madness. You may not act this round and suffer one level of exhaustion.
41-70You walk around, whistling and singing a happy song. Make a perform check and move 20'. Nothing else happens. You may not take an action or bonus action this round.
71-100You may act as normal, but any attack rolls are made at disadvantage as you fight down the urge to flail your arms around uncontrollably.
Unsettling: You have disadvantage on charisma checks other than intimidation.

Those with the mark of a fey tend to be tricksters, using their abilities to charm and sneak their way out of the trouble they so often land themselves in. While most of these tricks are annoying and potentially damaging to the surrounding property (or countryside), they are not typically malicious in nature, and usually do not cause any real harm to anyone involved. Fairly carefree and easygoing, a feymarked is not quick to make grudges and usually forgives rather quickly, but if something important is taken from them then gods help you, because nothing on earth will save you from their vengeance. Their marks tend to be a veridian or teal.
Ability score increase: Your Charisma score increases by 1.
Extra language: You may speak, read and write in sylvan fluently.
Innate spell casting: You may cast the cantrip far hand. At level 3 you may cast the spell charm person twice per long rest. At level 5 you may cast the spell invisibility once per long rest. Your casting stat for these spells is charisma.
Skills: You gain proficiency in deception.

Sometimes, not always, but sometimes, there will be a madman who tries to infuse the blood of two different beings within a child's body. For the most part, this will slay the child immediately and give birth to a gibbering mouther. However, sometimes it works and the child lives... if in an unexpected way. Two marks on the same being cannot coexist, they either destroy themselves and their host, or they merge together and form a sanguine mark. Those with this mark are seemingly uninfluenced mentally by its powers, though this is but a small mercy compared to the stigmata that comes with it. Often labeled living vampires, the sanguine mark provides its host the ability to drink blood to gain power. Their mark is filled with what appears to be a swirling red liquid that flows to the beat of their heart.
Ability score improvement: Your strength score increases by 1.
Bleeding mark: You have disadvantage on any attempts to disguise your mark, as it seems to bleed into and stain any clothing or armor you are wearing, leaving a crude approximation of itself on any surface that touches it within 1-3 days.
Blood drink: You may spend an action to drink a pint of blood from either a wine skin or a nearby corpse. After doing so, you gain regeneration equal to your constitution modifier (minimum 1) and you have advantage on strength and constitution ability checks for one minute. Afterwords you suffer one level of exhaustion. You may use blood drink once per short or long rest.
Hearty: At level 1 your maximum hit points increase by 1. Every time you level up your maximum hit points increase by a further 1.
Powerful blood: You have advantage on saving throws against poison and disease.
Skills: You have proficiency in survival.

Born of the plane of shadows, those of the umbral mark are quiet, almost unnoticed individuals who stalk the darkest of places with an almost tireless vigil. Relentless, merciless and often sadistic, umbrals are some of the most feared assassins in all the realms. However, a few members of this mark are defective, and they escape the dark, corrupting hatred that drives there brethren mad. These ones tend to instead nervousness, almost to the point of being shy, and their reserved manner has them clinging to the shadows more often than not. Their mark is the darkest of blacks, with trails of shadow running from them in black rivers.
Ability score increase: Your Dexterity score increases by 1.
Innate spellcasting:Starting at level 5 you may cast the spell darkness once per long rest.
Languages: You may speak deep speech fluently. If there was a written language, you could read and write it as well.
Light vulnerability: You suffer disadvantage on saving throws against being blinded by light and on saving throws against effects that deal radiant damage.
Nightblade: You have advantage on attack rolls made in natural or magical darkness that grants you at least 1/2 concealment.
Superior darkvision: You may see 120' in normal and magical darkness.

Those who bear the mark of the void are remarked for how cold and uncaring they appear to be. In reality, most of them are. The presence of the void in their hearts has made them empty, hollow things with only the barest shells of emotion left clinging to themselves. There is very little a void marked will take more than an academic interest in, even their own well being is not too much of a concern for them, but they always look for some way to free themselves from their constant emptiness. For some the lack is less severe and the desire less painful, but those lucky few are the exception, not the rule, and their peers will go out of their way to experience life to the fullest... if only in the false hope that someday they will find something to care about. This emotional black hole is an actual representation of a hole in the void marked's soul, a hole that gives them their greatest ability; the power to consume raw magic. Their mark is a tapestry of the night sky, with glowing white clusters of stars bridged by black lines of darkness and a swirling, consuming vortex at the heart of it all.
Ability score increase: Your Wisdom score increases by 1.
Cold spirit: You have advantage on saving throws against effects that inflict the charmed condition and have immunity to the frightened condition, but any attempts to influence others through the use of charisma checks are made at disadvantage.
Consume magic: You may spend an action to consume the magic of an ongoing spell with a duration greater than instantaneous within 5' of you. The spell ends instantly, and you are healed of 1d8 damage per spell level consumed. The highest level spell you may consume in this manner must have a level less than or equal to your proficiency bonus. If the spell is affecting multiple targets, you only end its effects on one. You must complete a long rest to regain use of this ability.
Languages: You may speak, read and write primordial fluently.

sajro
2014-10-21, 06:10 PM
I was wondering, since this is supposed to could be done to any race, does it have ane effect other than how you look what your original race was?
Or does it have no effect at all?

Gnomes2169
2014-10-21, 09:48 PM
I was wondering, since this is supposed to could be done to any race, does it have any effect other than how you look what your original race was?
Or does it have no effect at all?

The original race only affects appearance, mechanically they have their crunch replaced by the bloodmarked's stats.

sajro
2014-10-22, 01:09 AM
Thanks, I thought that much but just needed to know.

All in all it seems pretty well balanced, nothing seems out of place.
And it sure seems like a cool Idea without a doubt, and as said it seems well done.

Illithids
2015-12-18, 12:03 AM
Well I think this race is really cool but the voids absorb magic is a little op because if your up against someone who can cast 9th Lvl spells you immediately stop it and you heal 9d8 health which is really powerful. I know where your coming from its really cool flavor wise but many they can use a reaction to absorb a cantrip and higher Lvl spells as the character levels up

Gnomes2169
2015-12-18, 07:44 AM
Good catch. The effect is now limited spells of your prof bonus or lower, and only ends the spell on one target. As well, the magic resistance has been downgraded to spell resistance (so advantage only vs spells). Hurrah.

M Placeholder
2015-12-18, 10:13 AM
I would split the Fiend bloodmarked into two subraces - at the minute, you have one that has characteristics of both Devils (Infernal, Fiends Grasp, Firebolt) and Demons (Chaotic Mind, Loose Cannon). May I suggest having a Demonic Bloodmarked and a Diabolic Bloodmarked?

And the high water mark for subraces is the hengeyokai (http://chainsawchirurgeon.blogspot.co.uk/search/label/Hengeyokai), which has set the bar pretty high. Anyway, you can never have too many subraces for this concept.

Amnoriath
2015-12-18, 11:52 AM
Most of these races are simply better partial-monster races and even better than the higher tier races. They also absorb the similar flavor of them giving players every reason to take these instead.

Amnoriath
2015-12-18, 11:54 AM
Good catch. The effect is now limited spells of your prof bonus or lower, and only ends the spell on one target. As well, the magic resistance has been downgraded to spell resistance (so advantage only vs spells). Hurrah.

So you nerfed the ability down to being twice as good as Gnome Cunning?

Gnomes2169
2015-12-18, 09:06 PM
I would split the Fiend bloodmarked into two subraces - at the minute, you have one that has characteristics of both Devils (Infernal, Fiends Grasp, Firebolt) and Demons (Chaotic Mind, Loose Cannon). May I suggest having a Demonic Bloodmarked and a Diabolic Bloodmarked?

And the high water mark for subraces is the hengeyokai (http://chainsawchirurgeon.blogspot.co.uk/search/label/Hengeyokai), which has set the bar pretty high. Anyway, you can never have too many subraces for this concept.
Ah yes, splitting them up is a good idea. Demonic will keep the fiery abilities (spellcasting and such), and loose cannon will be a little easier to keep under control with a max DC of 13.

Fiend's grasp is a bit much, so that's going to be changed when the Diabolic bloodmarked gets it. And I'm going to need to add them in later.


So you nerfed the ability down to being twice as good as Gnome Cunning?
Yeah, it's just cut now. The ability to eat magic is enough to realize the concept, though rare enough in application that Cold Spirit would be changeable. Many of the other abilities are changed throughout as well.

And to answer the previous post, there are some settings in which humans, elves and dwarves are the only real races one could be (see: Shannara, lord of the rings, Wheel of Time, etc), and magical experimentation is really the only way to be not bog-standard without going full on dragon, demon or otherwise. In settings where genetics aren't as interchangeable as food coloring a blood marked is really the only way to be different via race selection. And if you will note the very much bold line in the first post, the race and fluff are not meant to be in every setting.

Amnoriath
2015-12-20, 01:38 PM
Yeah, it's just cut now. The ability to eat magic is enough to realize the concept, though rare enough in application that Cold Spirit would be changeable. Many of the other abilities are changed throughout as well.

And to answer the previous post, there are some settings in which humans, elves and dwarves are the only real races one could be (see: Shannara, lord of the rings, Wheel of Time, etc), and magical experimentation is really the only way to be not bog-standard without going full on dragon, demon or otherwise. In settings where genetics aren't as interchangeable as food coloring a blood marked is really the only way to be different via race selection. And if you will note the very much bold line in the first post, the race and fluff are not meant to be in every setting.
But it still doesn't ignore the fact they are more optimal than the good races. Let us consider a variant human looking to be a spell caster they get 1 point in 2 stats of their choice, one skill of their choice, and they take Magical Initiate for good measure. You have a race that gives more stats, darkvision, a resistance or skill proficiency, bonus ability, and more casting.

Gnomes2169
2015-12-21, 11:43 AM
But it still doesn't ignore the fact they are more optimal than the good races. Let us consider a variant human looking to be a spell caster they get 1 point in 2 stats of their choice, one skill of their choice, and they take Magical Initiate for good measure. You have a race that gives more stats, darkvision, a resistance or skill proficiency, bonus ability, and more casting.

I was actually looking more at the Drow, Half-Orc or Tiefling when making the races... and drow in particular when I was looking at spellcasting+ability+major drawback (which is a design choice built into the majority of the subtypes). So, looking at those we have:

Drow
+2 dex, +1 cha
120' darkvision (+60 over normal elves)
Elven trance (immunity to sleep on that)
Fey ancestry (resistance to charmed condition... or is it immunity? One or the other)
Drow spellcasting (also leaps and bounds better than the magic initiate feat... which is honestly a terrible choice for any character beyond incredibly niche builds)
Drow weapon training (mostly fluff... except in the case of rogues, where they get some extra nice toys)
Perception proficiency
Sunlight Sensitivity (drawback)
Elven and common

Half Orc
+2 str, +1 con
60 ft darkvision
Relentless (huge ability when you actually need it)
Brutal critical (I know it's not the right name of the ability, but that's what it is. An entire class feature rank here)
Weapons training (again, mostly fluff)
Intimidation proficiency
Common and Orcish

Tiefling
+2 cha, +1 int (or +2 dex, +1 int now)
Darkvision 60ft
Innate spellcasting (arguably just as good if not better than drow)
FIRE RESISTANCE
Common and infernal

I did go back through the races to see what you might have found as skirting the boundaries, and after looking over the lists of things, most races have been brought into line with the PHB stuff.

Celestial lost persuasion proficiency and one casting of cure wounds/ day... but as Radiant damage is literally the rarest damage type besides force in the entire game, they will be keeping that (it's honestly a fluff resistance). That brings them in line with teiflings, with a niche ability swapped in for (an actually very useful) damage resistance.

Demonic... is honestly a lot better than before. Yes it has innate spellcasting (worse than drow or tiefling, as it has no level 2 spell and also has two spells that take up your action slot), proficiency in intimidation and chaotic mind, but they also have loose cannon, which can just be horrible if you don't have a good cha score and save. Their spellcasting is really a non-ability, seeing as the stat lines fall into more of a paladin, fighter or melee sorcerer build, which all typically have better uses of their actions than Firebolting or using Burning Hands... so I'm sort of considering giving them fire resistance. Because loose cannon actually does suck until very high levels.

Diabolic is still coming later. Because Christmas week is here, so I have negative free time. Yaaaay, work. :smallsigh:

Draconic is technically better than dragonborn still... but also has vulnerability to a common damage type (which makes any DM giggle in infernal glee) and disadvantage on the main check their secondary stat is used for. So it's not really an upgrade as much as it is an alternate to the dragonborn... and dragonborn honestly isn't all too good as it is (check the dragonborn homebrew in my sig if you hadn't already).

Eldrich... well, all it lost was hunger of Hadar, because let's face it, a 12% chance of doing NOTHING (and potentially harming yourself) and a 3% chance of doing everything at disadvantage every combat round is sort of a lot bigger of a drawback than just having your eyes hurt a little bit sometimes if you decide to fight outside on a sunny day (and make attack rolls instead of using your spellcasting). On top of that, disadvantage on all cha checks (except intimidation) can always lead to hilarious and terrifying results.

Fey just lost their fey walk thing... which gives them literally the same block of abilities that a tiefling has, except with proficiency in Deception instead of fire resistance, and different spell choices.

Sanguine's blood drink was changed to no longer affect attack rolls, and powerful blood no longer gives resistance to the damage, just advantage on the saves. Blood drink now balances itself out with the exhaustion level almost perfectly, and the save advantage is pretty much what all dwarves have... except their +str variant has +2 str instead of +1, and +1 HP/ level is their other "free" ability (looking at half-orcs, who have two rather useful abilities with no drawbacks. Here we have two useful abilities, and one useful ability with a severe drawback to make it a net neutral).

Umbral only gets to cast Darkness once/ long rest, and even then it's only at level 5. So that's a weaker version of the Tiefling/ Drow spellcasting. Heck, Eldarin are able to cast their one level 2 spell every short rest, so it's not exactly a powerhouse innate spellcasting ability. Nightblade and Superior Darkvision make them ideal scouts/ assassins... but normal darkvision is usually enough (how often do enemies cast Darkness, after all? About as many times as you will make saves against being blinded by light, or saves against radiant damage!), so Nightblade and Darkness 1/ day at level 5 are really their only "true" racial traits, bringing them more in line with Half-orcs here. Stealth proficiency has been removed.

Void got some pretty major nerfs. With no real drawbacks, Cold Spirit and Consume Magic are their racial traits. Their language (primordial) is pretty rare outside of themed elemental-based campaigns, 60 ft darkvision is pretty much standard on everything EXCEPT humans and halflings, and their stat line (+2 con, +1 wis) is in line with hill dwarves, who have adv vs. poison, darkvision, +1 hp/ level, tool prof, common + dwarven (more useful, usually), stone insight and dwarven weapons training. So an alternate of anti-magic robot vs. "I have an amazing beard" dwarf for your clerical/ druidic needs.

Seem a bit better now?

Amnoriath
2015-12-23, 12:39 AM
Yes, they are better now.

GoldenDwarf
2015-12-23, 07:36 AM
You put much work in it. I can see. Most is balanced and cool fluff. Nice job

Gnomes2169
2015-12-25, 08:44 AM
So the list grows even more as Abberant, Beast and Diabolic join the ranks. Feedback on these ones?