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DrunkOrc
2017-07-11, 10:49 AM
Hey all, for about a year or so I have been working on a homebrew D&D setting, working on the fluff of the setting and minor mechanical changes to some parts of the core D&D rulebook, including changing the mechanics of most of the playable races. I've finally gotten what I consider the early beta of the pre-alpha written up for the races and want to get feedback. This is purely the mechanics of these races, I've kept the fluff separate in interest of space.

So, I'm asking for your suggestions and critique, especially if you feel like a particular trait is too much or could be better replaced with another trait or edited. My intention is to increase the power levels of the playable races a little and bring them all more into line with each other, as far as mechanical power goes. I already have some changes I'm going to make that I know of, but I wanted to leave everything in this state until I get information from more experienced folk. Thanks in advance and I appreciate all your feedback and suggestions.

Aasimar Traits

Ability Score Increase: Your Charisma score increases by 2, your Wisdom scores increase by 1, and either your Strength or your Constitution score also increases by 1.

Size: Your size is Medium.

Speed: Your base walking speed is 30 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.

Celestial Resistance: You have resistance to necrotic and radiant damage.

Celestial Legacy: You know one of the following cantrips: sacred flame, light, spare the dying, or thaumaturgy.

When you reach 3rd level, you know one of the following spells: cure wounds (which you may cast as a 2nd-level spell), divine favor, guiding bolt (which you may cast as a 2nd-level spell), or shield of faith. You can cast this spell once and regain the ability to do so when you complete a long rest.

When you reach 5th level, you know one of the following spells: aid (which you may cast as a 3rd-level spell), branding smite (which you may cast as a 3rd-level spell), lesser restoration, or prayer of healing (which you may cast as a 3rd-level spell). You can cast this spell once and regain the ability to do so when you complete a long rest. Charisma is your spellcating ability for these spells.

Dragonborn Traits

Ability Score Increase: Your Strength score increases by 2.

Size: Your size is Medium.

Speed: Your base walking speed is 30 feet.

Natural Armor: Because of your tough scaly hide you can add +2 to your AC.

Keen Smell: You have advantage on perception checks involving smell.

Draconic Ancestry: You have draconic ancestry, choose one type of dragon from the following: black, blue, brass, bronze, copper, gold, green, red, silver or white;

If your draconic ancestry is black or copper then your Wisdom score increases by 1, your Breath Weapon deals acid damage and you have resistance against acid damage.

If your draconic ancestry is blue or bronze then your Dexterity score increases by 1, your Breath Weapon deals lightning damage and you have resistance against lightning damage.

If your draconic ancestry is gold or red then your Charisma score increases by 1, your Breath Weapon deals fire damage and you have resistance against lightning damage.

If your draconic ancestry is brass or green then your Intelligence score increases by 1, your Breath Weapon deals poison damage and you resistance against poison damage.

If your draconic ancestry is silver or when then your Constitution score increases by 1, your Breath Weapon deals cold damage and you have resistance against cold damage.

Breath Weapon: You can use your action to exhale destructive energy. When you use your breath weapon choose to target all enemies within a 15 foot cone or a 5 by 30 foot line, each creature in the area of the exhalation must make a saving throw (Con save vs poison or cold damage, Dex save vs acid, lightning or fire). The DC for this saving throw equals 8+ your Constitution modifier + your proficiency bonus.

A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. This damage increases by 1d6 at level 3, 5, 8, 12, 16 and 20.

After you use your breath weapon, you must complete a short or long rest before you can use it again.

Versatile: You gain proficiency in one skill of your choice.

Dwarf Traits

Ability Score Increase: Your Constitution score increases by 2.

Size: Your size is Medium.

Speed: Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

Iron Dwarf Traits

Ability Score Increase: Your Strength score increases by 2.

Iron Dwarf Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.

Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push drag or lift.

Iron Dwarven Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Also, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Deep Dwarf Traits

Ability Score Increase: Your Strength and Intelligence scores each increase by 1.

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.

Deep Dwarf Resilience: You have advantage on saving throws against illusions and against being charmed or paralyzed.

Deep Dwarf Magic: You know the minor illusion cantrip. When you reach 3rd level, you can cast the detect magic spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the heat metal spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.

Arcane Affinity: You have proficiency in the Arcana skill.

Elf Traits

Ability Score Increase: Your Dexterity score increases by 2.

Size: Your size is Medium.

Speed: Your base walking speed is 35 feet.

Keen Senses: You have advantage on perception checks that rely on sight or sound.

High Elf Traits

Ability Score Increase: Your Intelligence score increases by 1.

Arcane Affinity: You know one cantrip of your choice from the Wizard’s spell list. Intelligence is your spellcasting ability for it.

Fey Ancestry: You have advantage on saving throws against being charmed and magic can’t put you to sleep.

Elven Knowledge: You are proficient in either the History or Arcana skill.

Low Light Vision: You have superior vision in dim conditions. You can see in dim light within 120 feet of you as if you were bright light.

Trance: Elves do not need to sleep like other races. Instead they meditate deeply, remaining semiconscious for 4 hours at a time. After resting in this way you gain the same benefit that a human does from 8 hours of sleep.

Wood Elf Traits

Ability Score Increase: Your wisdom score increases by 1.

Arcane Naturalist: You know one cantrip of your choice from the druid spell list. Widsom is your spellcasting ability for it.

Low Light Vision: You have superior vision in dim conditions. You can see in dim light within 120 feet of you as if you were in bright light

Natural Affinity: You are proficient in either the Stealth or Survival skill, and you have advantage on Stealth checks while in forest or wooded terrain.

Trance: Elves do not need to sleep like other races. Instead they meditate deeply, remaining semiconscious for 4 hours at a time. After resting in this way you gain the same benefit that a human does from 8 hours of sleep.

Sea Elf Traits

Ability Score Increase: Your Charisma score increases by 2.

Charming Persona: You know the vicious mockery cantrip. When you reach 3rd level you can cast the charm person spell as a 2nd-level spell once with this trait. When you reach 5th level you can cast the enthrall spell once with this trait. You must finish a long rest before you can cast these spells again. Charisma is your spellcasting ability for these spells.

Hospitable Reputation: You are proficient in either the Performance and Persuasion skills and have advantage on saving throws against being charmed.

Genasi

Ability Score Increase: Your Constitution score increases by 2.

Size: Your size is Medium.

Speed: Your base walking speed is 30 feet.

Versatile: You gain proficiency in one skill of your choice.

Air Genasi Traits

Ability Score Increase: Your Dexterity score increases by 2.

Unending Breath: You can hold your breath indefinitely while you’re not incapacitated.

Elemental Resistance: You have resistance to thunder damage.

Elemental Mastery: You know the gust cantrip. When you reach 3rd level, you can cast the thunderwave spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the levitate spell once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells.

Earth Genasi Traits

Ability Score Increase: Your Strength score increases by 2.

Earth Walk: You can move across difficult terrain made of earth or stone without expending extra movement.

Elemental Resistance: You have advantage on saving throws against petrification.

Elemental Mastery: You know the mold earth cantrip. When you reach 3rd level, you can cast the earth tremor spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the earthbind spell once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells.

Fire Genasi Traits

Ability Score Increase: Your Intelligence score increases by 2.

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 red.

Elemental Resistance: You have resistance to fire damage.

Elemental Mastery: You know the produce flame cantrip. When you reach 3rd level, you can cast the burning hands spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the flame blade spell once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells.

Water Genasi Traits

Ability Score Increase: Your Wisdom score increases by 2.

Amphibious: You can breath air and in water and your swimming speed is 30 feet.

Elemental Resistance: You have resistance to acid damage.

Elemental Mastery: You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the wall of water spell once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells.

Goliath Traits

Ability Score Increases: Your Strength and Constitution scores each increase by 2.

Size: Your size is Medium.

Speed: Your base walking speed is 30 feet.

Natural Athlete: You have proficiency in the Athletics skill.

Menacing: You have proficiency in the Intimidation skill.

Mighty Blow: When attacking with a melee weapon you may double your Strength modifier when resolving damage.

Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag or lift.

Mountain Born: You're acclimated to high altitudes, including elevations about 20,000 feet. You're also naturally adapted to cold climates. You have resistance to cold damage and can hold your breath twice as long as normal.

Endurance of Stone: You have advantage on saving throws against being frightened.

Halfling Traits

Ability Score Increase: Your Dexterity score increases by 2 and your Constitution score increases by 1.

Size: Your size is Small.

Speed: Your base walking speed is 25 feet.

Brave: You have advantage on saving throws against being frightened.

Lucky: When you roll a 1 on a d20 during an attack roll, ability check, or saving throw, you can reroll the die but must use the new roll.

Nimble: You can move through the space of any creature that is a size larger than you, and any creature that makes an attack of opportunity against you has disadvantage.

Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you, or even when only in partial cover.

Stout: You have advantage on saving throws against poison and you have resistance against poison damage.

Human Traits

Ability Score Increase: One ability score of your choice increases by 2, two ability scores of your choice each increase by 1.

Size: Your size is Medium.

Speed: Your base walking speed is 25 feet.

Adaptable: You gain one feat of your choice.

Versatile: You gain proficiency in one skill of your choice.

Minotaur Traits

Ability Score Increase: Your Strength, Dexterity and Wisdom scores each increase by 1.

Size: Your size is Medium.

Speed: Your base walking speed is 30 feet.

Horns: You are never unarmed. You are proficient with your horns, which are melee weapons that deal 1d8 piercing damage. You can make a melee attack with your horns as a bonus action, but can only ever make one melee attack with your horns during a turn of combat.

Goring Rush: When you make a melee attack with your horns, for every 10 feet you have moved in a turn prior to making that melee attack add 1d6 to your damage roll.

Hammering Horns: If you have moved at least 30 feet before making an attack action with your horns and the attack hits a creature of medium size or smaller, that creature must succeed on a Strength check (DC of 8 + your Strength modifier + your proficiency bonus) or be knocked prone.

Your horns grant you advantage on all checks made to shove a creature and you can attempt to shove a creature with your horns as a bonus action. You cannot use this shove attempt to knock a creature prone.

Labyrinthine Recall: You can perfectly recall any path you have traveled within the two months.

Bellowing Roar: Once per combat you may roar as a bonus action. Any non-friendly creatures, sized medium or smaller within 30 feet of you must succeed on a Wisdom save (DC of 8 + your Strength modifier + your proficiency bonus) or become frightened.

Keen Smell: You have advantage on any Perception checks involving smell.

Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag or lift.

Menacing: You have proficiency in the Intimidation skill.

Orc Traits

Ability Score Increase: Your Strength and Constitution scores each increase by 2.

Size: Your size is Medium.

Speed: Your base walking speed is 30 feet.

Menacing: You have proficiency in the Intimidation skill.

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.

Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag or lift.

Mighty Roar: Once per combat you may roar as a bonus action. Any non-friendly creatures, sized medium or smaller within 30 feet of you must succeed on a Wisdom save (DC of 8 + your Strength modifier + your proficiency bonus) or become frightened.

Savage Attack: When you score a critical hit with a melee weapon attack, you may roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Reckless Attacker: As a bonus action you may gain advantage on all melee weapon attack rolls you make during the remainder of a combat, but all melee attack rolls made against you also have advantage.

Tiefling Traits

Ability Score Increase: Your Charisma and Intelligence scores each increase by 2.

Size: Your size is Medium.

Speed: Your base walking speed is 30 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.

Hellish Resistance: You have resistance to fire damage and have advantage on saving throws against being charmed.

Infernal Legacy: You know one of the following cantrips: thaumaturgy, vicious mockery, fire bolt, or produce flame.

When you reach 3rd level, you know one of the following spells: burning hands (which you may cast as a 2nd-level spell), charm person (which you may cast as a 2nd-level spell), disguise self , or hellish rebuke (which you may cast as a 2nd-level spell). You can cast this spell once and regain the ability to do so when you complete a long rest.

When you reach 5th level, you know one of the following spells: darkness, enthrall, flame blade, or flaming sphere (which you may cast as a 3rd-level spell). You can cast this spell once and regain the ability to do so when you complete a long rest. Charisma is your spellcasting ability for these spells.

Versatile: You gain proficiency in one skill of your choice.

Torrin
2017-07-12, 10:49 AM
Feedback soon, going to put each race through the Musicus scale.

Torrin
2017-07-12, 02:18 PM
So the Musicus scale (with a few guesses) rates their individual powers as such:

Keeping in mind, high power races.

Aasimar:6.5 - this is the high-average rating of most base PHB races, quite low against yours. Consider adding the subraces from Volo's onto this base. (Leaving out their ASI)

Dragonborn:7.5 - the buff you provided to the breath weapon seems reasonable in this context, as does the bonus to AC. Was the choice of cone/line intentional?

Dwarves:6.5-7.5 - the spread comes from the subraces. Honestly a good race, but the power seems to actually be lower. Try adding the Duregar's size buff to deep.*

Elves:6-7 - another race that's power is calculated to be lower than PHB.*

Genasi:7-8.5 - the genasi here is good, but water is the best overall option by no small margin.

Goliath:12 - goliath is far-and-away the most powerful choice that you have put forth. Mighty blow alone is broken, but when you stack Fenzy on it this may be the martial that will outclass wizard's spells in single turn damage. (Lets say... 18 str, +3prof -average 5th level-. Swinging with under half, a +10 to hit and +11 damage!)

Halfling:4.5 - this is a base stout halfling. No real buff?

Human:4+x - variant human with additional 2 ASI. Seems fine.

Minotaur:8 - was a little suprised to see this one here. I like the flavor given by it's abilities. Defibately on the stronger side.


*these races had weapon proficiencies that added to their versatility on non-martial classes. Consider addibg these back in. Or, if your setting uses exotic weapons, give them proficiencies in those.

DrunkOrc
2017-07-12, 10:28 PM
So the Musicus scale (with a few guesses) rates their individual powers as such:

Keeping in mind, high power races.

Aasimar:6.5 - this is the high-average rating of most base PHB races, quite low against yours. Consider adding the subraces from Volo's onto this base. (Leaving out their ASI)

Dragonborn:7.5 - the buff you provided to the breath weapon seems reasonable in this context, as does the bonus to AC. Was the choice of cone/line intentional?

Dwarves:6.5-7.5 - the spread comes from the subraces. Honestly a good race, but the power seems to actually be lower. Try adding the Duregar's size buff to deep.*

Elves:6-7 - another race that's power is calculated to be lower than PHB.*

Genasi:7-8.5 - the genasi here is good, but water is the best overall option by no small margin.

Goliath:12 - goliath is far-and-away the most powerful choice that you have put forth. Mighty blow alone is broken, but when you stack Fenzy on it this may be the martial that will outclass wizard's spells in single turn damage. (Lets say... 18 str, +3prof -average 5th level-. Swinging with under half, a +10 to hit and +11 damage!)

Halfling:4.5 - this is a base stout halfling. No real buff?

Human:4+x - variant human with additional 2 ASI. Seems fine.

Minotaur:8 - was a little suprised to see this one here. I like the flavor given by it's abilities. Defibately on the stronger side.


*these races had weapon proficiencies that added to their versatility on non-martial classes. Consider addibg these back in. Or, if your setting uses exotic weapons, give them proficiencies in those.

Thank you so much for the feedback, I really appreciate it.

The cone/line choice is intentional, I'll rewrite it so that a player chooses which one the breath attack is when they choose their ancestry.

What would you recommend for dwarves (already taking into consideration the size change buff,) and the elves, and halflings?

As far as weapon proficiency I've removed it as it would be more of a cultural thing than racial, but I'm not averse to adding back in.

Any other recommendations?