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View Full Version : D&D 5e/Next A Complete Collection of Half-Races, fixed Yuan-Ti, and a new race, Turtlefolk



robbie374
2017-07-29, 02:50 PM
Herein lies a half-race for every official 5e race in the PHB, EE companion, SCAG, and Volo's. Most features of these races are given only by name. You will have to look them up in official source material to learn the details.

Scoring:
These races are scored roughly according to the Musicus scale with insight from the Detect Balance scale. My goal was to balance them against a 6.5-point average. The average official race is closer to 6, but the lower-strength races get somewhat less play because of this, and so creating new races would most likely gain interest and not be overpowered at around 6.5 Musicus points, which is approximately 26 Detect Balance points. Each half-race is 3 points, or 3.5 points if they have Darkvision or other features that are hard to split/decrease in value.

Yuan-Ti:
I have presented a full Yuan-Ti replacement that is balanced at 7.5; the original would score an 11.5, which is way beyond reasonable.

Turtlefolk:
Also included is my new Turtlefolk race, a Half-Turtle race, and a racial feat. I would love feedback on these in particular.
Rules for Ability Score Improvements (ASIs):
No character may gain more than a +2 ASI to any ability score from racial benefits. If a character chooses an option that would result in a +3, his bonus is nonetheless limited to +2. There should be no circumstance under the following guidelines to create such a problem: any time such an issue could occur, a player always has an alternate choice that he could choose instead.

Balancing Existing Races:
Several of the standard player races are noticeably weaker than others. In order to bring some the weaker ones closer to the 6.5 target, I’ve made a few adjustments:

Dragonborn:
- Your breath weapon uses your Str or Con modifier, your choice.
- Powerful Breath. Your breath weapon ignores damage resistance.
- Menacing. You gain proficiency in the Intimidation skill.
Gnome:
- Forest Gnome. You gain proficiency in the Nature or Animal Handling skill.
- Rock Gnome. You gain proficiency in the History skill.
- Deep Gnome. You gain proficiency in the Arcana skill.
Half-Orc: You gain proficiency in the Athletics skill.
Halfling: Your subrace ASI is +2 rather than +1.
Human: 2 skill or tool proficiencies and a 30 ft. climbing or swimming speed
Tiefling: You gain proficiency in the Deception skill.
Genasi:
- Elemental Expertise. When you make an Intelligence ability check related to your elemental affinity, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
- Air Genasi: You gain resistance to lightning damage.
- Earth Genasi. You gain resistance to poison damage.
Goliath: You gain proficiency in the Intimidation skill.
Kobold: Stealth proficiency, Superior Darkvision (120 ft.)
Orc: Athletics proficiency, Superior Darkvision (120 ft.)

Half-Human:
The Half-Human half-race looks suspiciously like the Variant Human that is viewed as so overpowered. Here I have removed the skill proficiency and limited the feat options to a list of those generally weakly regarded. Are there feats in this list that you would remove, or others that you would add?

Selecting Half-races:
Choose one subrace for each half-race. Your Size and base walking speed match those of the smaller race, but your character height and weight are yours to choose as you please befitting such a race combination. If you gain Darkvision from multiple sources, you gain the best version, but the benefits do not stack.

Darkvision Variant:
https://www.reddit.com/r/DnDBehindTheScreen/comments/3kuabk/5e_darkvision_i_hate_it_its_no_fun_and_it_can_die/cv13uj6/
I read this alternate take on Darkvision by transmogrify on Reddit. I think it would make the game more interesting to require more light management and less, “Everybody has darkvision except the human, so we’ll just ignore darkness this campaign.”
Darkvision. You have superior vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light.
Superior Darkvision. Within the range of your darkvision, you can see in darkness as if the darkness were dim light. You can’t discern color in darkness, only shades of gray. If a source of bright light is within the range of your darkvision, you cannot use this ability.

3.5 Half-Human
2 Ability Score Increase. Two of your ability scores increase by 1.
0 Size. Medium.
0 Speed. Your base walking speed is 30 feet.
0 Languages. You can speak, read, and write Common and one extra language of your choice.
1.5 Feat. You may choose one feat from the following list: Actor, Athlete, Charger, Durable, Elemental Adept, Healer, Heavily Armored, Keen Mind, Lightly Armored, Linguist, Mage Slayer, Magic Initiate, Martial Adept, Moderately Armored, Observant, Skilled, Tavern Brawler, Weapon Master.

7 Full Human
You may choose the Half-Human half-race as both halves of your race, making you a full Human. However, you choice of ability scores and feats may result in only one ability score gaining a +2, and none exceeding +2.

3.5 Half-Dwarf
1 Ability Score Increase. Your Constitution score increases by 1.
0 Size. Medium.
0 Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
.5 Darkvision. 60 feet.
0 Languages. Common and Dwarvish.
2 Hill Dwarf. +1 Wis, Dwarven Toughness.
2 Mountain Dwarf. +1 Str, Dwarven Armor Training.

3.5 Half-Elf
1 Ability Score Increase. Your Dexterity score increases by 1.
0 Size. Medium.
0 Speed. Your base walking speed is 30 feet.
.5 Darkvision. 60 feet.
.5 Skill. Perception.
0 Languages. Common and Elvish.
1.5 High Elf. +1 Int, Cantrip.
1.5 Wood Elf. +1 Wis, +5 speed.
1.5 Drow Elf. +1 Cha, Faerie Fire.

3 Half-Halfing
1 Ability Score Increase. Your Dexterity score increases by 1.
-.5 Size. Small.
-.5 Speed. Your base walking speed is 25 feet.
.5 Lucky.
.5 Halfling Nimbleness.
0 Languages. Common and Halfling.
2 Lightfoot Halfling. +1 Cha, Naturally Stealthy.
2 Stout Halfling. +1 Con, Stout Resilience.
2 Ghostwise Halfling. +1 Wis, Silent Speech.

3.5 Half-Dragonborn
1 Ability Score Increase. Your Strength score increases by 1.
0 Size. Medium.
0 Speed. Your base walking speed is 30 feet.
0 Draconic Ancestry.
0 Languages. Common and Draconic.
1.5 Breath Weapon.
1 Damage Resistance.

3.5 Half-Gnome
1 Ability Score Increase. Your Intelligence score increases by 1.
-.5 Size. Small.
-.5 Speed. Your base walking speed is 25 feet.
.5 Darkvision. 60 feet.
1.5 Gnome Gunning. Adv on Int, Wis, Cha.
0 Languages. Common and Gnomish.
1.5 Rock Gnome. +1 Con, Tinker.
1.5 Forest Gnome. +1 Wis, Speak with Small Beasts.
1.5 Deep Gnome. +1 Dex, Stone Camouflage or Superior Darkvision.

3.5 Half-Orc
1 Ability Score Increase. Your Strength score increases by 1.
0 Size. Medium.
0 Speed. Your base walking speed is 30 feet.
.5 Darkvision. 60 feet.
0 Languages. Common and Orc.
1 Relentless Endurance.
1 Savage Attacks.

3.5 Half-Tiefling
1 Ability Score Increase. Your Charisma or Intelligence score increases by 1.
0 Size. Medium.
0 Speed. Your base walking speed is 30 feet.
0 Languages. Common and Infernal.
1.5 Infernal Legacy. Cantrip and two spells.
1 Hellish Resistance. Fire resistance.

3.5 Half-Aarokocra
0 Size. Medium.
0 Speed. Your base walking speed is 25 feet.
3.5 Flight. 50 feet, no Medium or Heavy armor.
0 Languages. Common, Aarokocra, and Auran.

3 Half-Genasi
1 Ability Score Increase. Your Constitution score increases by 1.
0 Size. Medium.
0 Speed. Your base walking speed is 30 feet.
0 Languages. Common and Primordial.
2 Air Genasi. +1 Dex, Mingle with the Wind.
2 Earth Genasi. +1 Str, Merge with Stone.
2 Fire Genasi. +1 Int, Fire Resistance.
2 Water Genasi. +1 Wis, Amphibious, Swim, One of Acid Resistance, Shape Water, or Create or Destroy Water.

3 Half-Goliath
1 Ability Score Increase. Your Strength score increases by 1.
0 Size. Medium.
0 Speed. Your base walking speed is 30 feet.
0 Languages. Common and Giant.
1.5 Stone’s Endurance.
.5 Powerful Build. or Mountainborn.

3.5 Half-Assimar
0 Size. Medium.
0 Speed. Your base walking speed is 30 feet.
.5 Darkvision. 60 feet.
0 Languages. Common and Celestial.
2 Protector Assimar. +1 Wis, Radiant Soul.
2 Scourge Assimar. +1 Con, Radiant Consumption.
2 Fallen Assimar. +1 Str, Necrotic Shroud.

3.5 Half-Firebolg
1 Ability Score Increase. Your Wisdom score increases by 1.
0 Size. Medium.
0 Speed. Your base walking speed is 30 feet.
0 Languages. Common, Elvish, and Giant.
1 Firebolg Magic.
1.5 Hidden Step.

3 Half-Kenku
2 Ability Score Increase. Your Dexterity and Wisdom scores increase by 1.
0 Size. Medium.
0 Speed. Your base walking speed is 30 feet.
0 Languages. Common and Auran.
.5 Expert Forgery.
.5 Mimicry.

3 Half-Lizardfolk
1 Ability Score Increase. Your Constitution score increases by 1.
0 Size. Medium.
0 Speed. Your base walking speed is 30 feet.
.5 Swimming Speed and Hold Breath. You have a swimming speed of 30 feet, and you can hold your breath for 15 minutes.
0 Languages. Common and Draconic.
.5 Cunning Artisan.
1 Natural Armor or both Bite and Hungry Jaws.

3.5 Half-Tabaxi
1 Ability Score Increase. Your Dexterity score increases by 1.
0 Size. Medium.
0 Speed. Your base walking speed is 30 feet.
.5 Darkvision. 60 feet.
0 Languages. Common and one other language of your choice.
.5 Feline Agility.
1 Cat’s Claws.
.5 Cat’s Talent. Choose one skill.

3 Half-Triton
1 Ability Score Increase. Your Strength, Constitution, or Charisma score increases by 1.
0 Size. Medium.
0 Speed. Your base walking speed is 30 feet.
.5 Swimming Speed and Amphibious. You have a swimming speed of 30 feet. You can breathe underwater.
0 Languages. Common and Primordial.
.5 Control Air and Water. Only Wall of Water.
1 Guardians of the Depths.

3.5 Half-Bugbear
1 Ability Score Increase. Your Strength score increases by 1.
0 Size. Medium.
0 Speed. Your base walking speed is 30 feet.
0 Languages. Common and Goblin.
1.5 Long-Limbed. Reach.
1 Surprise Attack.

3.5 Half-Goblin
1 Ability Score Increase. Your Dexterity score increases by 1.
-.5 Size. Small.
0 Speed. Your base walking speed is 30 feet.
.5 Darkvision. 60 feet.
0 Languages. Common and Goblin.
1 Fury of the Small.
1.5 Nimble Escape.

3.5 Half-Hobgoblin
1 Ability Score Increase. Your Constitution score increases by 1.
0 Size. Medium.
0 Speed. Your base walking speed is 30 feet.
.5 Darkvision. 60 feet.
1 Martial Training. Two weapons and light armor.
0 Languages. Common and Goblin.
1 Saving Face. Reach.

3.5 Half-Kobold
0 Ability Score Increase. Your Dexterity score increases by 1, and your Strength score is reduced by 2.
-.5 Size. Small.
0 Speed. Your base walking speed is 30 feet.
.5 Darkvision. 60 feet.
0 Languages. Common and Goblin.
1 Grovel, Cower, and Beg.
2.5 Pack Tactics.

7.5 Yuan-Ti
3 Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.
0 Size. Medium.
0 Speed. Your base walking speed is 30 feet.
.5 Darkvision. 60 feet.
0 Languages. Common, Abyssal, and Draconic.
2 Poison Immunity.
2 Innate Spellcasting.

3.5 Half-Yuan-Ti
1 Ability Score Increase. Your Charisma score increases by 1.
0 Size. Medium.
0 Speed. Your base walking speed is 30 feet.
.5 Darkvision. 60 feet.
0 Languages. Common, Abyssal, and Draconic.
1 Poison Resistance. You are resistant to poison damage and have advantage on saving throws against the poisoned condition.
1 Innate Spellcasting. Pick one spell feature.

7 Turtlefolk
3 Ability Score Increase.
0 Size. Your size is Medium.
0 Speed. Your base walking speed is 30 feet.
0 Language. You can speak, read, and write Common, Terran, and Aquan.
.5 Darkvision. 60 feet.
1 Skill Proficiencies.
0 Camouflage Shell and Inconvenient Shell.
.5 At Home in the Sea.
1.5 Natural Defense.
.5 Turtle Form.

3 Half-Turtle
1 Ability Score Increase. One of your ability scores increases by 1.
0 Size. Your size is Medium.
0 Speed. Your base walking speed is 30 feet.
0 Language. You can speak, read, and write Common, Terran, and Aquan.
0 Camouflage Shell and Inconvenient Shell.
.5 At Home in the Sea or Turtle Form.
1.5 Natural Defense.

7 Turtlefolk

Appearance. You look like the turtle version of a human. You have a shell on your back like a turtle. Your shell is approximately the same depth as your torso at its deepest point. Your skin and shell are colored appropriately to the terrain of the area where you were born.
Age. Turtlefolk reach adulthood in their late teens. They can live 150 to almost 250 years.
Alignment. Turtlefolk are most often good.
3 Ability Score Increase. Add +2 to one ability score and +1 to another, or +1 to three.
Size. The same as humans plus a shell, your size is Medium.
Speed. Your base walking speed is 30 feet.
.5 At Home in the Sea. Your tie to the deep sea grants you the ability to do everything as easily underwater as you can on land. You can breathe underwater, your senses are not obscured by water, and you have a swimming speed equal to your walking speed.
Language. You can speak, read, and write Common, Terran, and Aquan.
.5 Darkvision. You have stellar eyesight and can see 60 feet in darkness as if it were dim light and dim light as if it were bright light.
1 Skill Proficiencies. You are proficient in two of the following skills: Acrobatics, Nature, and Perception.
.5 Camouflage Shell. Your shell’s natural coloring has two predominant colors. Choose from Blue, Brown, Gray, and Green. You have advantage on Dexterity (Stealth) checks to hide in surroundings largely of one of your chosen colors.
-.5 Inconvenient Shell. Normal armor does not fit you. It costs 1.5 times the normal price to buy armor tailored to fit. If you have the appropriate tools and tool proficiency, you can modify armor yourself for 4 hours of work and 10gp per +1 AC bonus it grants above 10. Tailored armor is half the weight of regular armor.
1.5 Natural Defense. Your plate-armor-like shell gives you comfort in similar armor and natural defensive abilities:
+1 • Your shell’s +2 AC bonus gives you an unarmored AC of 12 + your Dexterity modifier and +1 AC when wearing Light or Medium Armor. Wearing plate or half-plate armor does not impose disadvantage on your Dexterity (Stealth) checks.
+.5 • If you aren’t incapacitated, you can add your shell’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect.
.5 Turtle Form. As an action, or a reaction after taking damage, you can turn into a turtle. Anything you are carrying transforms with you. You can be already hiding in your shell when you transform.
• Choose your length and weight:



Length

3 in.

4 in.

6 in.

8 in.

1 ft.

2 ft.


3 ft.

4 ft.

5 ft.

6 ft.

7 ft.



Weight

1 oz

2.5 oz

9 oz

1.3 lbs

4 lbs

35 lbs


120 lbs

280 lbs

550 lbs

950 lbs

1500 lbs



• You cannot attack or cast spells.
• Your AC is 13 + your length in feet.
• Your Dexterity modifier is 5 minus your length in feet.
• You can carry up to your weight.
• You can speak only Terran and Aquan and cannot write.
• You have a walking speed of 10 feet and a swimming speed of 45 feet.
• Action: (Un)Hide In Shell: While hidden you can see only forward and can’t move but have total cover (three quarters cover from below), resistance to damage, and advantage on saving throws against harmful effects.
• You may use your turn to transform back to your normal state.

Feat: Dragon’s Defense:
Prerequisite: Turtlefolk or Half-Turtle
Once per rest as an action, you can magically assume the form of a Dragon Turtle adapted to your level, as if Shapechanged. In this form you cannot cast spells. At 1st level, you can transform into a Dragon Turtle of size Small or Medium. You can become Large starting at 5th level, Huge at 9th, and Gargantuan at 13th. Here are your starting statistics:
HP: 45 | (Level + 5) * (dX + Con)
AC: (natural armor) 16 | 7 + Prof + Str Mod




Str

Dex

Con

Int

Wis

Cha



Ability Scores:

21

10

16

10

12

12



Modifiers:

+5


+3


+1

+1



Saving Throws:

+5

+2

+5


+3

+1



Proficiency Bonus: +2 | Matches your PC as you level
Saving Throw Proficiencies: Dexterity, Constitution, Wisdom
Attack Modifier: +7 | Prof + Str Mod
Damage Resistances: Fire
Senses: Darkvision, 120 ft.
Passive Perception: 11
Languages: Aquan, Draconic
Amphibious: A dragon turtle can breathe air and water.
Speed: 20 ft., swim 40 ft.
Tail Attack Str DC: 14 | 7 + Prof + Str
Steam Breath Con DC: 12 | 7 + Prof + Con

Ability Score Increases. Your Str and Con ability scores each increase by 1 at levels 4, 8, 12, 16, and 19.

Your dice sizes (dX), Range, and Reach depend on your character size:




Size:

Gargantuan

Huge

Large

Medium

Small



HP/Hit Dice:

d20

d12

d10

d8

d6



Bite & Tail Damage Dice/Reach:

d12/15

d10/15

d8/10

d6/5

d4/5



Claw Damage Dice/Reach:

d10/15

d8/10

d6/5

d4/5

d2/5



Steam Breath Range:

60

45

30

15

15




Using dX according to your size:
HP: (Level + 5) * (dX + Con)
Bite/Tail Damage: AdX + Bd12; A = 1 at 1st, 2 at 10th, 3 at 20th; B = 0 at 1st, 2 at 5th, 2 at 15th:
Claw Damage: 1dX + Bd6; B = 0 at 1st, 1 at 5th, 2 at 10th, 3 at 15th, 4 at 20th
Steam Breath Damage: (Level - 2) * d6

Actions
These actions are calculated for a Dragon Turtle at 1st Level. Use the guidelines above to determine the reach, range, damage, and saving throw DCs for these attack for levels beyond 1st.

Multiattack. A dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage

Tail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone and pushed a number of feet 5 less than the tail’s reach.

Steam Breath. A dragon turtle exhales scalding steam in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 0 (0d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.

JNAProductions
2017-07-29, 09:50 PM
+2 AC is worth more than +2.

Inconvenient Shell is not worth -1. MAYBE -.5, but even that is pushing it.

Tortoise Defense is worth a hell of a lot more than +1.

robbie374
2017-07-31, 11:41 AM
+2 AC is worth more than +2.

Inconvenient Shell is not worth -1. MAYBE -.5, but even that is pushing it.

Tortoise Defense is worth a hell of a lot more than +1.

To increase AC by +2 normally, you need to gain +4 Dex, less if you are using Strength-based armor. +4 Dex, gives the following benefits: +2 AC, +2 Dex attacks, +2 Dex damage, +2 Dex saving throws, and +2 Initiative. Gaining +2 AC and +2 Dex saves gives only +4 out of the +10 benefits for getting +4 Dex. +4 Dex is worth 4 points. 4/10 of the benefits of a 4 point cost is is 16/10 = 1.6 points. Hence, I rated it as 1.5 points, though you could round it up significantly to 2 points.

Inconvenient Shell I was trying to figure out how to rate. Other races have similar drawbacks which have been rated -.5 elsewhere. These drawbacks increase cost by 50%. I increased instead by 100% with the goal of making it more inconvenient, and so rated it -1. Do you have any suggestions on how I could improve this?

Tortoise Defense: Yes, I felt it was worth more, but I removed some of the drawbacks because another poster thought they were too many. My intent was to create a very strong defensive feature to escape catastrophic damage balanced by the inability to contribute for the rest of a combat and difficulty in actually leaving the scene. I originally included a part that prevented you from changing back for the first ten minutes. What are your suggestions to change it to make it more balanced and still effective, and have a net value of 1?

Also, what you do think of the other half-race options?

JNAProductions
2017-07-31, 11:53 AM
The thing is, it's +2 AC on top of what you can normally get. Breaking Bounded Accuracy is worth a LOT. For reference, the best you're getting without this is 21 (Fighter, Full Plate, Defensive Fighting Style, Shield) until level 16, when a Barbarian can hit 22 (20 Con, 20 Dex, shield) and then 20, when a Barbarian can hit 24 (24 Con now).

But this lets you hit 23 easily (Fighter, as above) and up to 26 without any magic involved. Now, if it was "Unarmored AC is 12+Dex mod" then I'd have no objections, and in fact, would probably rate that as a mere +1, maybe even +.5. But a flat +2 AC is insane.

What other race has a similar drawback? The only drawback here is that it costs slightly more money, but considering how important money is in 5E (it's really not) that means jack all. It might delay you getting better armor by one level, maybe.

Tortoise Defense gives you an additional pool of HP equal to 10*character level, at great AC and can just say "Nope, I'm immune to everything" as a REACTION. Do you not see how that's a little borked?

robbie374
2017-07-31, 12:02 PM
Here's another version of Tortoise Defense:

Tortoise Defense

In times of peril you can take refuge in your shell. As an action, bonus action, or reaction, you can take the form of an ordinary-looking tiny tortoise which can do nothing but move slowly along the ground. Your speed is reduced to 10 ft. You can choose to spend your 10 feet of movement hiding into your shell. While hidden, you are invulnerable and cannot move, but you may spend 10 feet of movement to unhide yourself. While in this form, your HP equals 10 times your level, your AC is 20, you are proficient in the Stealth skill, and you have advantage on Dexterity (Stealth) checks. You may use your turn to transform back to your normal state.

JNAProductions
2017-07-31, 12:03 PM
Again, it still includes blanket immunity.

Here's what I would do:

"Once per short rest, you may spend a reaction to gain resistance to all damage until the start of your next turn."

robbie374
2017-07-31, 12:06 PM
Tortoise Defense gives you an additional pool of HP equal to 10*character level, at great AC and can just say "Nope, I'm immune to everything" as a REACTION. Do you not see how that's a little borked?

Yeah, I was wondering about the reaction thing. What if it were changed to "as a reaction after taking damage" or similar?

JNAProductions
2017-07-31, 12:07 PM
Yeah, I was wondering about the reaction thing. What if it were changed to "as a reaction after taking damage" or similar?

Don't give immunity to everything as a racial trait at all.

robbie374
2017-07-31, 12:15 PM
What other race has a similar drawback? The only drawback here is that it costs slightly more money, but considering how important money is in 5E (it's really not) that means jack all. It might delay you getting better armor by one level, maybe.

I'll have to look it up later, but I think it was one with wings.

robbie374
2017-07-31, 01:27 PM
Don't give immunity to everything as a racial trait at all.

I have made modifications:

Tortoise Defense

In times of peril you can take refuge in your shell. As an action, a bonus action, or a reaction after taking damage, you can take the form of an ordinary-looking turtle which can do only ordinary turtle things. You may choose your size, from 2 inches to 7 feet in length, and your weight, depending on subrace, is from 2 ounces total to 100 (Land) or 200 (Sea) pounds per foot of length. You are proficient in Stealth and can hide when only lightly obscured, and you have an additional Dexterity bonus equal to 10 minus your length in feet. You have a walking speed of 10 ft and a swimming speed of 40 ft. You can choose to spend all of your movement hiding into your shell. While hidden, you are resistant to all damage and have total cover from any enemy who cannot see your belly, and three quarters cover otherwise. You cannot move, but you may spend your movement to unhide yourself. While in this form, your HP equals 10 times your level and your AC is 20. You may use your turn to transform back to your normal state.

robbie374
2017-08-01, 10:31 AM
The thing is, it's +2 AC on top of what you can normally get. Breaking Bounded Accuracy is worth a LOT. For reference, the best you're getting without this is 21 (Fighter, Full Plate, Defensive Fighting Style, Shield) until level 16, when a Barbarian can hit 22 (20 Con, 20 Dex, shield) and then 20, when a Barbarian can hit 24 (24 Con now).

But this lets you hit 23 easily (Fighter, as above) and up to 26 without any magic involved. Now, if it was "Unarmored AC is 12+Dex mod" then I'd have no objections, and in fact, would probably rate that as a mere +1, maybe even +.5. But a flat +2 AC is insane.

I think I understand what you are saying. I would like the feature to give benefits to armored players while not being overpowered, similar to fighting styles. I've tried to change this based on your feedback:

Natural Defense. Your plate armor-like shell gives you comfort in similar armor and natural defensive abilities:
• Your shell’s +2 AC bonus gives you an unarmored AC of 12 + your Dexterity modifier and +1 AC when wearing Light or Medium Armor. Wearing plate or half-plate armor does not impose disadvantage on your Dexterity (Stealth) checks.
• If you aren’t incapacitated, you can add your shell’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect
• If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shell between yourself and the source of the effect.

JNAProductions
2017-08-01, 10:33 AM
So basically, 12+Dex AC if unarmored, +1 AC in Light or Medium, and no bonus if in Heavy? Then, is it +2 always to Dex saving throws, or is it based on what armor you're wearing? And partial Evasion.

That's potent-easily worth +2-but not overpowering.

robbie374
2017-08-01, 10:51 AM
So basically, 12+Dex AC if unarmored, +1 AC in Light or Medium, and no bonus if in Heavy? Then, is it +2 always to Dex saving throws, or is it based on what armor you're wearing? And partial Evasion.

That's potent-easily worth +2-but not overpowering.

Yep. That's it. I'm inclined to say a straight +2 to Dex saves regardless of armor so that any player will benefit, especially as non-heavy armor wearers usually already have more Dex save bonuses, and I am not intending to devalue heavy armor as an option. Along these lines, part of my intent was to say that in armor, particularly varieties of plate, the Turtlefolk are naturally more dexterous than others due to lifelong experience with shells.

robbie374
2017-08-03, 11:16 AM
I have updated the main post:

- Scaling has been modified, dropping from a 7-point average to a 6- to 6.5-point average.
- Turtlefolk has been updated, and one feature has been moved to a racial feat.
- A comment found on Reddit about Darkvision has been added.
- Guidelines for choosing and combining half-races have been added.