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View Full Version : D&D 5e/Next Several New Races need help with balancing/feedback.



StardustReborn
2015-03-07, 11:50 AM
Hello everyone. This is my first post on GitP. I've lurked around for quite a while, but never found a need to register to post anything. Until 5th Edition came about, anyways, and I had to convert just about all of the races I've ever developed for Pathfinder and 3.5.

So here goes.

The first set of races is based strongly on the Heroes of Might and Magic V computer game, as my playing group is campaigning in that world right now. This is a high magic world, so quite a few of the races have some inherent magic.


Jinborn
The Jinborn are in HOMMV the Academy faction, though some humans are present as well.

Ability Score Increase Your Intelligence score increases by 1 and your Charisma score increases by 2.
Age Jinborn mature at the same rate as elves but can live to be up to 1000 years old.
Alignment Due to their arcane nature, jinborn are often chaotic. Many focus on the laws of magic in an effort to control the chaotic powers, and adopt a lawful alignment instead.
Size Jinborn are built like blue-skinned, white haired, well-muscled humans. Your size is Medium.
Speed Your base walking speed in 30 feet.
Darkvision Thanks to your jin ancestry, 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 color in darkness, only shades of gray.
Burning Eyes At will, you can make your eyes glow with a bright blue, green, yellow, or orange light, shedding light as a lantern.
Elemental Resistance You have resistance to two of the following energy types, but must choose a vulnerability to one. Alternatively, you may choose resistance to one of the following energy types: Acid, Cold, Electricity, Fire.
Djinn Legacy You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it. Once you reach 5th level, you can cast the spell Conjure Minor Elementals once with this trait, and you regain the ability to do so when you finish a long rest.
Languages You can speak, read and write Common and Primordial.



Gremlin

In HOMMV, Gremlins are also part of the Academy faction. They are also present in HOMMIII, though they have a different appearance in that game.

Ability Score Increase Your Dexterity score increases by 1 and your Intelligence score increases by 2.
Age Gremlins age at the same rate as humans, but can live to be a bit older.
Alignment Gremlins are incredibly interested in arcane machinery, so often are lawful in alignment. Many also have a mischievous streak as well, adopting a more chaotic stance.
Size Gremlins are 2 to 3 feet tall with vaguely humanoid features. Your size is Small.
Speed Your base walking speed is 35 feet.
Darkvision 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 color in darkness, only shades of gray.
Keen Senses You are proficient with Perception and Investigation skill checks.
Arcane Mechanic You add your proficiency bonus with Arcana and History skill checks when dealing with arcane mechanical devices or constructs, and you add your proficiency bonus with thieves tools when attempting to disarm a magical trap.
Acidic Blood Gremlins were created long ago by an ancient djinn or wizard to be creatures of battle. While most of your aggressive tendencies have died out over the millennia, you retain the acidic blood. If you are dealt damage by a piercing or slashing weapon, that weapon is damaged by acid, and all creatures within 5 feet of you take 1d4 acid damage. You are immune to your own acidic blood damage.
Languages You can speak, read and write Common and Draconic.



Lichborn
The Lichborn are the Necropolis faction in HOMMV.

Ability Score Increase Your Wisdom score increases by 1 and your Intelligence score increases by 2.
Age Lichborn are ageless and cannot die of old age.
Alignment Due to the nature of necrotic energy maintaining flesh, the lichborn are often evil in alignment. Some have learned to fight against their inner turmoil and embrace more noble paths.
Size Lichborn are pale and deathlike humanoids. Your size is Medium.
Speed Your base walking speed is 30 feet.
Necrotic Flesh You are resistant to poison and cold damage, and immune to necrotic damage. However you are vulnerable to radiant damage.
Undying You cannot be healed by healing spells that do not work on the undead*, and you can be turned by an enemy cleric presenting a holy symbol with the purpose of doing so.
Ancient Wisdom You have advantage when making any Arcana, History, or Nature skill check involving ancient historical events.
Vampiric Regeneration Unless in direct sunlight or at 0 hitpoints, you heal 1 hitpoint at the end of your turn. You do not regenerate hitpoints if you were injured by radiant damage since your previous turn.
Languages You can speak, read and write Common, plus one other language of your choice.

*It should be noted that in the campaign, there are some spells that inflict necrotic damage that can also be used to heal the undead.



Shade
The Shades are the Dark Elf or Dungeon Faction in HOMMV. I did not want to call them dark elves since that term has seen such a usage in various fantasy formats that I thought it would be confusing.

Ability Score Increase Your Strength score increases by 1 and your Dexterity score increases by 2.
Age Shades mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.
Alignment Shades come from a layered aristocracy, complete with political scheming and plans within plans. Most shades are lawful evil, believing in using their society for their own needs and goals.
Size Shades stand between 5 and 6 feet tall and average around 180 pounds. Your size is Medium.
Speed Your base walking speed is 30 feet.
Darkvision Accustomed to life underground, 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 color in darkness, only shades of gray.
Born to Shadows You are proficient in Stealth skill and use it with advantage when underground or in dark environments.
Shade Weapon Training You have proficiency with all crossbows, dagger, rapier, shortsword and whip.
Tool Proficiency You gain proficiency with the torturer's tools, disguise kit, and poison kit.
Political Exposure You have advantage on saving throws against poison, and you have resistance against poison damage.
Languages You can speak, read and write Common, Elven, and Undercommon.



Highkin

The Highkin are the Sylvan or Elf faction of HOMMV. Again, I wanted to prevent stereotyping by using the elf terminology.

Ability Score Increase Your Wisdom score increases by 1 and your Dexterity score increases by 2.
Age Highkin reach maturity at about the same age as humans, their understanding of adulthood goes beyond physical growth to encompass spiritual experiences. A highkin typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
Alignment Highkin prefer their mystical and magical faerie realms be left in peace and are primarily neutral in the greater conflict between good and evil. However, there are times when noble cause or necessary evil uproot the trees of Eladron.
Size Highkin range from 5 to 6 feet tall and have slender builds. Your size is Medium.
Speed Your base walking speed is 35 feet.
Darkvision Accustomed to life in faerie-lit forests and the star-strewn night, you have a 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 color in darkness, only shades of gray.
Wise Beyond Knowing The highkin have a quiet wisdom that grants them true knowledge of the world around them. You have proficiency in the Insight and Nature skills.
Highkin Weapon Training You are proficient in the use of longsword, scimitar, shortbow, and longbow.
Highkin Magic You know one cantrip of your choice from the druid spell list. When you reach 3rd level you can cast the spell speak with animals once per day. When you reach 5th level, you can cast the spell beast sense once per day. Wisdom is your spellcasting ability.
Vengeance You can declare vengeance against an enemy creature that has damaged you once with this trait, and gain advantage to attack rolls when attacking that enemy until that enemy is defeated in combat. You regain this ability when you finish a long rest.
Languages You can speak, read and write Common, Elven, and Sylvan.



Demonborn

The Demonborn are the Inferno faction in HOMMV.

Ability Score Increase Your Charisma score increases by 1. Your Strength score increases by 2.
Age Demonborn are ageless, but are usually destroyed by Bethrezen* before they reach 1000 years of age.
Alignment Demonborn are usually chaotic and evil, trained from birth to destroy the living and devastate their world. Some break away from their upbringing to pursue good and noble intentions, but this is rare and often requires great transformation magic.
Size Demonborn stand 6 to 7 feet tall, with massive red bodies and horns, weighing 300 pounds on average. Your size is Medium.
Speed Your base walking speed is 25 feet.
Demonic Resistances You are resistant to poison and acid damage. You are immune to fire damage but also vulnerable to radiant damage.
Demonic Ancestry You have a secret infernal name that allows others to summon you with a conjure fiend spell**. You can be bound or weakened by magic circles, as a fiend, when you are summoned in such a manner.
Infernal Magic You know one cantrip of your choice from the warlock spell list. When you reach 3rd level you can cast the spell hellish rebuke once per day. When you reach 5th level, you can cast the spell scorching ray once per day. Charisma is your spellcasting ability.
Menacing You gain proficiency with the Intimidation skill.
Burning Blood When you are damaged by a slashing or piercing weapon in combat, you inflict 1 point of fire damage to all creatures within 5 feet.
Languages You can speak, read and write Common, Abyssal and Infernal.

*Bethrezen may be memorable to anyone who has played Disciples. A favorite of mine back in the day, the name has stuck and been incorporated into just about every fantasy game I've run.
**Conjure Fiend is a spell comparable to Conjure Celestial only it summons a fiend instead of a celestial, as the name implies.

bloodshed343
2015-03-07, 12:56 PM
Shade and Highkin get too many proficiencies.

StardustReborn
2015-03-07, 01:27 PM
Shade and Highkin get too many proficiencies.

I thought that too, but I had a hard time converting the Shade's (for example) cultural internal conflict to game rules. Stealth, Poison, and Torture are all a daily part of the Shades' cultural lifestyle. I wonder if I could curtail it to familiarity with those tools instead of proficiency (use with half proficiency bonus, rounded down).

StardustReborn
2015-03-07, 07:08 PM
This is the second group of races I've made for our 5e campaigns. This second set is based on Dragon Age. This is a low magic campaign.


City Elf

Ability Score Increase Your Dexterity score increases by 1. Your Intelligence score increases by 2.
Age City Elves age as humans do and have comparable life spans.
Alignment Most city elves have grown up in the alienages reserved for them, prevented from engaging with other races without supervision. Used to this constant surveillance, most city elves are lawful.
Size City elves stand between 4 and 5 feet tall and average around 120 pounds. Your size is Medium.
Speed Your base walking speed is 35 feet.
Street Survival You have proficiency in Perception skill.
Languages You can speak, read, and write Common. Elvish is a dying language that only the Dalish have preserved in their traditions.
Extra Language You can speak, read, and write one extra language from the following list: Antivan, Dwarvish, Fereldan, Orlesian, Qunari, Tevinter



Dalish Elf

Ability Score Increase Your Dexterity score increases by 2. Your Wisdom score increases by 1.
Age: Like the City Elves, Dalish age as humans do, though they can live to be 300 years or more.
Alignment: Dalish elves are known for their carefree attitude and social focus on personal freedom and spiritual meaning than anything determined by the group. Dalish Elves are highly chaotic in nature out of a reverence for the power and responsibilities of the Individual.
Size: Dalish elves stand between 4 and 5 feet tall and average around 120 pounds. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Wilderness Lore You have proficiency in the Nature skill.
Wild World: For any Survival and Nature skill checks in natural forest environments, you can apply your proficiency bonus.
Dalish weapon training: You are proficient with shortbows, longbows, daggers and blowguns.
Languages: You can speak, read and write Common. You can speak Dalish (Elvish).



Dwarf

Ability Score Increase Your Strength score increases by 1 and Constitution score increases by 2.
Age: Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.
Alignment: Dwarves have a fairly strict caste system, and consider themselves bound to it. There are also more laws in Dwarven society than in most others, so Dwarves tend to be lawful in nature.
Size: Dwarves are between 4 and 5 feet tall and average around 180 pounds. Your size is Medium.
Speed: Your base walking speed is 25 feet.
Merchant's Eye: You apply your proficiency bonus to Investigation skill checks when examining items to determine their value.
Darkvision 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 color in darkness, only shades of gray.
Caste Dwarves are born into their castes and rarely socially move outside of them. You make Intimidation and Persuasion skill checks with members of the same caste with advantage. Choose one of the following.
-Noble Caste You begin play with an additional 10 gp, but you gain a level of exhaustion if you do not have at least a comfortable lifestyle. You are proficient in the Persuasion skill.
-Warrior Caste: You are proficient with handaxes, battleaxes, greataxes and with all armor and shields. Wearing heavy armor does not reduce your speed.
-Smith Caste: You are proficient with the use of Smithing Tools. When creating something with Smithing Tools, you can advance the progress in 15 gp increments instead of 5 gp. You are also resistant to fire damage.
-Artisan Caste: You are proficient with the use of one set of Artisan Tools of your choice. When creating something with Artisan Tools, you can advance the progress in 15gp increments instead of 5 gp.
-Miner Caste: Your darkvision extends to 120 feet. You are resistant to psychic and cold damage.
*-Merchant Caste: You add your proficiency bonus to any downtime profession or business checks. You begin play with an additional 5 gp.
-Servant Caste: You are less noticeable than other dwarves after having spent a lifetime of servitude. You gain proficiency in the Stealth skill.
-Casteless: For some reason or another your family has lost its caste. You begin play with 5 less gp but gain proficiency with Deception skill.
Languages: You can speak, read, and write Common and Dwarven.



Qunari

Ability Score Increase: Your Strength score increases by 2 and your Wisdom score increases by 1.
Age: Qunari age as most humans do and have comparable life spans.
Alignment: Qunari grow up with the regimental law of the Qun, the founding way of life for all Qunari. As a result they tend to be extremely lawful.
Size: Qunari stand between 6 and 7 feet tall and average around 300 pounds. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Enlightened Senses: You have proficiency in the Investigation skill.
Formidable: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Battlecry: You can call upon the warrior in your blood, releasing a battlecry that will cause terror in your enemies. As a bonus action, you can shout loudly, and every enemy around you who can hear you must make a Wisdom saving throw. On a failed save, they become frightened for 1 minute. The DC on this ability equals 8 + your proficiency bonus + Charisma modifier. You regain the use of this ability after finishing a long rest.
Qun Battle Training: You are proficient with handaxes, battleaxes, greataxes, and greatswords, as well as with all armor and shields.
Languages: You can speak, read, and write Common and Qunari.