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Gr7mm Bobb
2015-07-28, 08:34 PM
Alright here's the next step in a larger project. I'm posting it here to see what the playground will think of it in terms of balance.


Mirran Races
Age: Mirran have human origins and so have the same mature and die the same time that a human would.
Metallic Skin: You have a +1 AC while you are not wearing heavy armor. As protective as your metallic anatomy may be, you are treated as wearing metal at all times for the purposes of spells like Heat Metal or Shocking Grasp.
Efficient Metabolism: You only need half the amount of food, water, and air required for a creature of your size.
Bonus Proficiencies: You are proficient with blacksmith's artisans tools.
Languages: You can speak, read, and write Common.
Subraces: You can choose between Auriok, Moriok, Neurok, Sylvok, and Vulshok subraces.

Auriok
Ability Score Increase: +1 Constitution, +1 Wisdom or Charisma
Plainswalk: Your base walking speed is 35 feet. You may use the Dash action as a bonus action.
Gilded Presence: You have advantage on persuasion rolls made with non hostile creatures.
Bonus Proficiencies: You have proficiency with shields and the medicine skill.
Bravery: You have advantage checks and saves made against fear effects.
Resistance: You are resistant to non magical slashing damage.
Cantrip: You know the Light cantrip.
Languages: You can speak, read, and write either Leonin(Feline) or Loxodon.

Moriok
Ability Score Increase: +1 Constitution, +1 Strength or +1 Intelligence
Swampwalk: Your base walking speed is 30 feet. You have advantage on checks and saves involving diseases, including resisting, identifying, and treating.
Darkvision: You can see in dim light within 90 feet of you as if it were bright light, and in darkness as if it were dim light.
Necrogen Exposure: Death and decay have played a role in your ancestry and the constant exposure has removed those unfit as the necrogen courses through your veins. You have resistance to Necrotic damage.
Necrogen Poisoning: With increased power and age the necrogen proceeds to erode at your eyes and your body attempts to stem the rot by forming lead plating over them.
At 5th level or 25 years of age (whichever comes first), your vision has begun to deteriorate and you have disadvantage on attack rolls and skill checks that rely on sight. You gain tremorsense with a range of 10 feet you also have advantage on skill checks for perceiving the world with your other senses.
At 10th level or 30 years of age your tremorsense extends out to 30 feet. And you gain blindsight with a range of 30 feet and no longer have disadvantage from your fading eyesight on attack rolls and sight based skill checks made within range of your blindsight.
At 15th level or 35 years of age you are completely blind. You blindsight extends out to 60ft.
At 20th level or 40 years of age your blindsight extends out to 120 feet.
Language: You can speak, read, and write Undercommon.

Neurok
Ability Score Increase: +1 Intelligence, +1 Intelligence or Wisdom
Islandwalk: Your base walking speed is 30 feet, You have a swim speed of 20 feet.
Darkvision: 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.
Semiliquid Anatomy: You are resistant to non magical bludgeoning damage.
Mind Link: Training and breeding have been major influences to your ancestry. Because of this you are capable of form a telepathic bond with another willing creature. This bond is forged with 1 hour of meditation with the other creature. This bond is a telepathic and empathic link that also for basic communication in a mix of language, feelings, and simple pictures to and from bonded creatures. When communicating with this bond, all communication is open and cannot be hidden.
The ability is effective as long as you and the bonded creature you are communicating with are within 60 feet. You can form this bond with a number of creatures up to your proficiency bonus. Attempting to bond with additional creatures beyond the limit breaks the a bond with the farthest bonded creature from you.
Open Mind: You can 'hear' telepathic conversations that are occurring within 10 feet of you. They are perceived as a whisper.
Bonus Proficiency: You have proficiency with the Investigation skill.
Language: You can speak Deep Speech.

Sylvok
Ability Score Increase: +1 Wisdom, +1 Wisdom or +1 Strength
Forestwalk: Your base walking speed is 35 feet. Your are not hindered when moving through non magical rough forested terrain.
Darkvision: 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.
Jungle Blood: You have advantage on saves against poisons and the poisoned condition. Additionally you have resistance to poison damage.
Blessed of the Earth: You know the Druidcraft cantrip. You can ritually cast the Speak With Animals spell.
Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Language: You can speak, read, and write Elven.

Vulshok
Ability Score Increase: +1 Constitution, +1 Strength or Charisma
Mountainwalk: Your base walking speed is 30 feet. You have a climb speed of 25 feet.
Darkvision: 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. Born under the red sun your darkvision is different than most; everything you see in darkness is in a shade of red.
Natural Gauntlets: You have a set of naturally occurring gauntlets that are naturally part of you anatomy. Your unarmed strikes deal 1d4 points of bludgeoning damage. These metal gauntlets do not impede in any way, but make wearing non magical hand or wrist equipment near impossible.
Inner Furnace: You are able to channel the fiery power that courses through your veins. You can willingly ignite an object that you are in contact with as though it were touched with a torch. Additionally when you hit a creature with a metal melee or thrown weapon or an unarmed strike you may have the damage from your strength or dexterity modifier deal fire damage instead of its normal type.
Volcanic Ancestry: You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master’s Guide. Additionally you have resistance to Fire damage.
Bonus Language: You can speak, read, and write Goblin.

If you want a crash course in the fluff of these races in their plane of origin, these links are helpful:
Auriok (http://gamelore.wikia.com/wiki/Auriok)
Moriok (http://gamelore.wikia.com/wiki/Moriok)
Neurok (http://gamelore.wikia.com/wiki/Neurok)
Sylvok (http://gamelore.wikia.com/wiki/Sylvok)
Vulshok (http://gamelore.wikia.com/wiki/Vulshok)

Torched Forever
2015-07-30, 01:29 PM
All of these are incredibly powerful because they completely control their niche. Why play any race but Auriok for cleric? etc. This is fine if players can only use these races (or other homebrewed ones), but if that is the case then the universal traits are kinda pointless.

Auriok makes for powerful clerics. The ability increases benefit them, can move rapidly around applying buffs, can have a different cantrip than light, and have some nice utility features. Also, the resistance is absurd at lower levels.

Moriok is more balanced with PhB races. They are basically niched and slightly better warforged. The necrogen poisoning forces you to be 30+ or fail between 5th and 10th level.

Neurok is in-between Auriok and Moriok. The resistance they get is pretty good (half fall damage anyone?) and are one of the few races (in this homebrew) to potentially get a +2.

Slyvok is probably between Neurok and Auriok. It is great for rangers or druids. It has a better resistance for late game than Neurok and has some good utility.

Vulshok I'd have to place just above Neurok but close to Slyvok. Natural Gauntlets is pretty bad as unarmed doesn't come up to often unless you're a monk (which makes it near pointless). The other powers are great for bypassing resistance and causing general mayhem with fire.

Ratings
1st Auriok
2nd Slyvok
3rd Vulshok
4th Neurok
5th Moriok

Gr7mm Bobb
2015-08-03, 08:25 AM
Thank you for the review, now comes the kicker. What would you suggest for changes? Here's some of my thoughts and ideas, I do not think that they will push them into the 'complete' area for a race, but its a step in that general direction.

As for the +1 AC, I understand how powerful this is in the 'bounded accuracy' model that 5e is rolling with. At the moment, the only other thing I can think of is having varying levels of natural armor.
Removing Light from the Auriok isn't to big of a deal, and it doesn't entirely fit with a race from a planet with 5 suns (granted one of them id black).
The resistance was to show their adaptation to the Razor Fields. What I could do is say that they have resistance to slashing damage caused by the environment. Another thought is to let them ignore specific environmental damages.
Dropping the base walking speed seems like a good idea. I would like to try and keep the dash as bonus action.
Moriok disadvantage spacing might need some work though.


Other than the blanket +1 AC. I don't see an issue with the Sylvok when held up to the Wood Elf. Same is true for the Neurok and Vulshok. I would like to think that the other 3 are pretty well in check, I tried to make them flavorful for what they are. The project started with the Vulshok, so that probably shows.

Mirran Natural Armors

Auriok: 12 + Dex (/Cha)
Moriok: 11 + Dex (/Con)
Neurok: 11 + Dex (/Int)
Sylvok: 13 + Dex (/Wis)
Vulshok: 13 + Dex (/Con)

The Dex(/other stat mod) is to show a potential replace, not an option for the player. I am toying with the idea of applying different modifiers to the base AC formula, but that may be overly complex / problematic.