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Kuulvheysoon
2017-08-10, 05:59 PM
So my next campaign (assuming that one of my players doesn't assume the chair for a while) will be an Eberron one. But what would an Eberron campaign be without their unique races? I've looked through the internet and tweaked/brewed most of the iconic PC races and I was wondering on their balance. Help would be appreciative?

Races of Eberron

Changelings
Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1

Age. Like humans, changelings reach adulthood in their late teens and live less than a century.

Alignment. Changelings of all alignments exist, but most gravitate toward the neutral alignment. They focus on their own concerns without any meaningful regard for laws or morals. Many have their own code of honor but are also fiercely independent. Some refuse to engage in assassination, while others embrace that path as the most perfect form of the changeling art of deception.

Size. Changelings are able to fluidly shift between forms, although they are limited to assuming Medium shapes. Your natural size is Medium.

Speed. Your base walking speed is 30 feet.

Shapechanger. You can use an action to polymorph into a Medium humanoid you have seen, or back into your true form. Your statistics, other than your size, are the same in each form. Any equipment you are wearing or carrying isn’t transformed. You revert to your true form if you die. Any creature that attempts to see through your ruse may make a Wisdom (Insight) check opposed by your Charisma (Deception) check.

Natural Linguist. Learning a new language takes half the amount of downtime that it normally takes.

Born Deceiver. You are proficient in the Deception skill.

Slippery Mind. You have advantage on saving throws to resist being charmed.

Languages. You can speak, read and write Common and three other languages of your choice. ASI +3: 12 points
Speed 30ft: 0 points
Natural Linguist: 1 point (minor ribbon ability, half of 200 is still 100)
Skill Proficiency (Deception): 2 points
Slippery Mind: 2 points (advantage on situational save)
Languages: (Common + 3 languages): 1 point
Shapechange: 6 points (Now, here's the hard one to value. I gave it 6 points, the equivalent of 30ft flight, because it can get you that, but there's also the disguising utility. So it should probably be rated at closer to an 8, maybe?)

Total Score - 24 points. Comparison is Half-Elf at 29 (as the other major Charisma based social race.

Daelkyr Half-blood
Ability Score Increase. Your Constitution score increases by 2, and your Charisma score increases by 1.

Age. A daelkyr half-blood typically reaches maturity at the age of 18 and can live well into their second century of life

Alignment. Half-bloods are far more often evil than good, but nothing predetermines the alignment of a daelkyr half-blood - only the manner in which you they are raised.

Size. Without their symbionts, daelkyr half-bloods are indistingushable from humans. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Thanks to your aberrant blood, 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 grey.

Unbalanced Mind. Your thoughts are alien and difficult to understand, making you hard to influence. You have advantage on saving throws to resist becoming charmed or having your thoughts read, and you also have resistance to psychic damage.

Personal Symbiont. You begin play with one personal symbiont, chosen from the list at the end of this entry. If your personal symbiont is lost, you can grow a replacement from your own flesh over a period of 1d4 days, after which time the original decays into a puddle of muck. You are proficient with any attacks granted by your symbiont, and each entry specifies the ability score used for attacks and damage. Any attacks gained by a symbiont are only applicable when it is attached. Attaching or removing a symbiont is an action.

Symbiont Dependancy. Your facility with symbiont usage comes at a price. Without daily contact with at least one symbiont, you are weakened. If you have no contact with a symbiont for 24 hours, you suffer one level of exhaustion. While separated from a symbiont, you cannot reduce your exhaustion level when you finish a long rest. In addition, you for each day you remain separated from a symbiont, you suffer one additional level of exhaustion.

Languages. You can speak, read and write Common and one other language of your choice.


You begin play with one symbiont from the following list:

Breed Leech. (Not going to lie, not sure what to toss here. Maybe bonus hit points equal to your hit die? Bonus hit die recovery?)

Crawling Gauntlet. This chitinous gauntlet covers up to your forearm. As an action, you may make a claw attack against a target within 5 feet. You use your Strength for the attack, and if you hit you deal 1d6 + Strength modifier slashing damage.[/I]

Spellwurm.[/I] This thin, purple, snake-like symbiont attaches at the base of your spine, resembling a short tail. You know the *prestidigitation* cantrip.

Stormstalk. This symbiont looks like a small beholder eyestalk. It attaches at the base of your neck, and generates pulses of electricity. You know the *shocking grasp* cantrip, and use Constitution for the attack.

Tentacle Whip. This symbiont resembles a long strand of muscle that ends in a stinger, and attaches on your forearm. You know the *thorn whip* cantrip, and use Constitution for the attack.

Throwing Scarab. This symbiont looks like a beautiful piece of jewelry which attaches itself to the outside of your hand. It can generate a crystalline carapace that you can detach and then thrust at your enemies. Treat this as a neverending supply of darts which dissolve after one round.

Tongueworm. This symbiont appears to be a small flesh-colored cobra which attaches itself to the inside of your mouth. As an action, you may make a bite attack against a target within 5 feet. You use your Dexterity for the attack, and if you hit you deal 1d6 + Dexterity modifier piercing damage.

Winter Cyst. This slug-like, slimy polyp burrows into your head. You can use its one baleful eye to project a blast of freezing cold. You know the *ray of frost* cantrip, and use Constitution for the attack.
ASI +3: 12 points
Darkvision 60ft: 3 points
Advantage vs. charm: 2 points (situational roll)
Resistance to psychic damage: 2 points (rare damage type)
Advantage vs. mind reading: 1 point (rare roll)
Symbiont: 4 points (choice of cantrip is worth 3 points, I tossed an extra point on there for the fact that not all of the grant cantrips, and the ability to change their choice)
Symbiont Dependency: -1 points (anything that can seriously hamper your character should probably be worth negative points)

Total score - 23 points. Compare to High Elf (the cantrip race) at 27.


Kalashtar
Still trying to figure this one out, sorry. Likely going to wait until we get some decent psionic rules.

More than willing to take suggestions, though.

Shifters
Ability Score Adjustment. Your Dexterity score increases by 1, and one other score of your choice increases by 1.
Age. Shifters mature a little more slowly than humans, generally reaching adulthood at 20 years of age and living to an average age of 80.
Alignment. Shifters are usually neutral, viewing the struggle to survive as more important than moral or ethical concerns about how survival is maintained.
Size. Shifters have similar heights and builds to elves. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Animalistic and adapted to outdoor life, 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.
Natural Athlete. You have training in the Athletics skill.
Shifter Legacy. Choose a shifter legacy from the list given below. This legacy increases one of your ability scores, and gives you a benefit while shifting.
Shifting. You can tap into your lycanthropic heritage to gain short bursts of physical power. On your turn, you can shift as a bonus action. While shifting, you gain an ongoing benefit based on your shifter legacy. Your shift lasts for 1 minute. It ends early if you are knocked unconscious. You can also end your shift on your turn as a bonus action. Once you have shifted the number of times equal to your proficiency bonus, you must finish a long rest before you can shift again.
Languages. You can speak, read, and write Common and one extra language of your choice. Shifters speak Common with a rural dialect wildly different from that spoken by urban folk. Many shifters learn the languages of those they encounter in the wild: Sylvan, Orc, Elvish, and the like.

Each shifter has one of the following special legacies, which is selected when a character is created and cannot be changed thereafter.

Beasthide. Your Constitution score increases by 1. While shifting and not wearing heavy armor, you gain a +1 bonus to Armor Class.

Cliffwalk. Your Dexterity score increases by 1. While shifting, you have a climb speed of 30 feet, and you have advantage on Strength checks and saving throws.

Dreamsight. Your Charisma score increases by 2, and you have training in the Animal Handling skill. While shifting, you can communicate with beasts through sounds and gestures.

Gorebrute. Your Strength score increases by 1. While shifting, you manifest horns that allow you to roll a d6 in place of the normal damage of your unarmed strike. If you move at least 20 feet straight toward a creature right before hitting it with your horns, the target takes an extra 1d6 bludgeoning damage and must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength bonus) or be pushed back up to 10 feet.

Longstride. Your Dexterity score increases by 1. While shifting, your base walking speed increases to 35 feet and you have advantage on Dexterity saving throws.

Longtooth. Your Strength score increases by 1. While shifting, you grow fangs that allow you to roll a d6 in place of the normal damage of your unarmed strike and the damage becomes piercing. In addition, if the unarmed attack hits, the target must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength bonus) or be knocked prone.

Razorclaw. Your Strength score increases by 1. While shifting, you grow claws that allow you to roll a d4 in place of the normal damage of your unarmed strike and the damage becomes slashing.

Swiftwing. Your Dexterity score increases by 1. While shifting, your arms grow leathery flaps of skin (similar to a bat’s wings) which grant you a fly speed of 30 feet. While airborne, you can’t use your hands for anything other than flying. You can’t fly while encumbered (PHB page 178) or while wearing medium or heavy armor.

Truedive. Your Constitution score increases by 1 and you can hold your breath for 15 minutes before you risk drowning. While shifting, you have a swim speed of 30 feet and resistance to cold damage.

Wildhunt. Your Constitution score increases by 1, and you have training in the Perception skill. While shifting, you have advantage on Wisdom (Perception) checks that rely on smell, and you have advantage on Constitution saving throws.ASI +2: 8 points (one ASI from subrace)
ASI +1 (choice): 5 points
Darkvision 60ft: 3 points
Skill proficiency (Athletics): 2 points
Shifter Legacy: varies
Limited use of shifting: -3 points

Total score of "base" shifter - 15 points, but only because the "subraces" are so potent.

Subraces: vary from low (Swiftwing, +6 points from flight alone), to high (Wildhunt, +10 for skill proficiency, advantage on Constitution saves and advantage on perception (smell) checks)

Warforged
Not going to lie, this is basically lifted wholesale from Keith Baker.

Ability Score Adjustment. Your Constitution score increases by 2.
Age. Warforged do not age, and do not reproduce. The oldest among them date back to the original production run thirty-three years ago; the newest emerg*ed from the creation forges just over two years ago in the last days of the war.
Alignment. Warforged are generally neutral. They were built to fight, not to wonder whether fighting is right. Though they are perfectly capable of independent thought and moral speculation, most choose not to wrestle with ethical ideals.
Living Construct. Even though you were constructed, you are a humanoid. You are immune to disease. You do not need to breathe, eat or drink, but you can ingest food or drink if you wish.
Unsleeping Sentinel. Warforged don’t need to sleep. Instead, they settle into a resting state, remaining semiconscious for 4 hours each day. While in this rest state, you are fully aware of your surroundings. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Warforged Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Integrated Armor. When you are not wearing armor, your AC is 12 + your Dexterity modifier.
During a short rest, you can bond a suit of armor you are wearing to your body. When you finish that short rest, the armor you are wearing is bonded to you, and it cannot subsequently be removed from your body until you finish another short rest during which time you remove the bonded armor.
Self-Stabilizing. You have advantage on death saving throws.
Languages. Warforged speak, read, and write Common, since they were designed to communicate with their (mostly human) creators and owners.

Subraces
Multiple types of warforged were constructed in Khorvaire during the Last War, including warforged scouts and warforged soldiers. Choose one of the following types.

Warforged Scout
The smallest of the warforged, the halfling-sized scouts were built to serve as spies, light infantry, and reconnaissance troops. They are far less common than the larger varieties, since they offer little advantage over humanoid scouts in warfare.
Ability Score Increase. Your Dexterity score increases by 1.
Size. Halfling-sized and basically halfling-shaped, warforged scouts stand about 3 feet tall and weigh 60 pounds. You are Small size.
Speed. Your base walking speed is 35 feet.

Warforged Soldier
Standard warforged were constructed to fulfill all military functions as consummate soldiers. This is the most common type of warforged encountered.
Ability Score Increase. Your Strength score increases by 1.
Size. Massive humanoids constructed to a template, warforged soldiers range in height from 6 to 7 feet. You are Medium size.
Speed. Your base walking speed is 30 feet.


ASI +2: 8 points
Immunity to disease: 3 points
Doesn't breathe: 4 points
Resistance to poison: 4 points
Advantage to saves vs. poison: 3 points
Advantage on death saves: 1 point
Integrated armor: 2 points (set AC to 12 + Dexterity modifier, ignore if wearing armor)
Unsleeping Sentinel: 3 points (Elven trance is worth 2 points, figured a small bump was necessary)
Subraces: Scout adds +6, Soldier adds +4

Total score - 34 for scout, 32 for soldier. Compare with Lizardfolk at 29 and Mountain Dwarf at 30.
Some scaling down may be necessary.

Note - In the build notes, I'll make reference to numeric values for traits and such - I'll be using the Detect Balance (http://www.giantitp.com/forums/showthread.php?501272-Detect-Balance-an-Improved-Scale-for-Measuring-5e-Races) scale.