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View Full Version : D&D 5e/Next Need Help With Half-Orc Balancing



Bjarkmundur
2019-10-05, 11:56 AM
Now, since my Barbarian is dead he decided to piece together a new character for next session. Using the various houserules at his disposal he decided on a Half-Orc Moon Druid with the Bard spell list.

This means now is a good time to take a look at my Half-Orc and make sure everything checks out.

Design Goals
- Races are meant to fit all classes, but instead support a specific style of play.
- Racial ability scores are removed.
- Balanced against the other classes I tweaked (see spoiler).
- The playstyle of the orc is Melee-melee-melee-melee. Whatever class you're playing, I want it to be nearly impossible to play a half-orc at a range.


Half-Orc
A half-orc will take every opportunity to get up close and personal.
Speed: 30 feet
Languages: Common, Orc
Social Proficiency (Intimidation)
- On your turn, you can use a bonus action to move up to your speed toward a hostile creature you can see.
- The first time you are reduced to below half your maximum hit point value after taking a long rest, you gain temporary hit points equal to (twice?) your level.
- Once per long rest, when you hit with a melee attack, you gain a 1d8 bonus to the attack's damage roll.
- Once per long rest, when you are reduced to 0 hit points you can drop to 1 hit point instead.

Does this meet the design goal, and is it on par with my other races?


Human
There’s a saying among dwarves, “A human always finds a way, and always goes too far.''
Speed: 30 feet
Languages: Common, one other
Bonus Skill
- Before you roll an attack, ability check or saving throw you can choose to gain advantage on the roll. Once you use this feature you cannot do so again until you finish a short or long rest.

Halfling
The diminutive halflings survive in a world full of larger creatures, which tells out a lot about their race. Halfings are the second most prominent race in the civilized world, after humans.
Speed: 25 feet
Languages: Common, Halfling
- You can roll a stealth check to move between covers without being seen, as long as you remain lightly obscured during the movement.
- Once per long rest when you would be hit by an attack or fail a dexterity saving throw, the attack automatically misses.
- Advantage against frightened
- For you, slings deal 1d8 damage.

Half-Elf
The best diplomats you’ll ever find due to their upbringing requiring them to serve as a mediator between two parents from vastly different worlds.
Speed: 30 feet
Darkvision
Bonus Skill
Languages: Common, Elvish
- Advantage against charm, immune to magical sleep.
- Can cast Calm Emotion once per long rest.

Dwarf
Dwarves are known as skilled warriors, miners, and workers of stone and metal. Dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller.
Speed: 25 feet
Darkvision
Languages: Common, Dwarvish
- One Crafting Proficiency
- You can add your proficiency bonus to intelligence checks made to identifying craftsmanship. You can discern simple facts regarding the maker, such as race, alignment and origin, as well as the item’s age, frequency of use and market value.
- Gain proficiency with Simple and Martial Axes
Advantage on saving throws against poison, resistance against poison damage.
- You have advantage on Strength saving throws.

High-Elf
As a high elf, you embody many of the same characteristics as your distant cousins, the Eladrin of the Feywild. Their mannerisms are often defined by their extremely long life.
Speed: 30 feet
Darkvision
Languages: Common, Elvish
Arcana Proficiency
- Longsword and Shortsword Proficiency
- Advantage against charm, immune to magical sleep.
- Trance
- One Non-damaging Cantrip
- Once per long rest, you can make a Knowledge check as if you had the appropriate Field of Study.

Wood-Elf
--
Speed: 35 feet
Darkvision
Languages: Common, Elvish
- Trance
- Advantage against charm, immune to magical sleep.
- Longbow and Shortbow Proficiency
- Your ranged attacks are not affected by partial cover.
- When in a wood or a forest, a wood elf has advantage on stealth checks, can move stealthily at a normal pace and is unaffected by natural difficult terrain. In addition, you can spend 1 hour foraging to provide food for up to 5 creatures.

Warforged
--
Speed: 30 feet
Languages: Common
- Warforged Resilience
- Sentry's Rest
- Integrated Armor
- Although less versatile, a living construct can be given a specialization when created, based on the task it was created for. You gain expertise in one skill of your choice, that corresponds with your original purpose.

Planetouched
You never know whose blood and heritage trace back to fiends, celestials or elementals. You can only hope that they can keep their innate abilities in check.
Speed: 30 feet
Languages: Common, 1 other
- Choose a damage type. Once per long rest, as a reaction, you become immune to that type of damage until the end of your turn.
- One Non-damaging Cantrip
- Choose one at Level 3:
- Protector

- Scourge
- Fallen

- Racial Spells: You gain a spell at 3rd and 5th level that can each be cast once per day as if cast with a 2nd level spell slot. The spells must be of the same school.

Firbolg - Gentle Giants
Firbolgs might look like red-haired, giant, 10-foot vikings, but a more tender heart is hard to find. They are generous, selfless, respectful and feel like every difficult decision should be resolved with a vote.
Speed: 30 feet
Languages: Common, Giant
- Whenever you make an ability check using your. Strength you are considered proficient in that check.
- Count as one size larger for carrying and grappling.
- Can wield non-heavy two-handed weapons in one hand, but cannot use shield or two-weapon fighting when doing so.
- Once per short rest, When you have one hand free and are hit by an attack, you can use your reaction to swat your attacker's weapon aside, as long as you have one free hand. When you do so, the damage you take from the attack is reduced by 1d6 + your level.
- Firbolg Code

Kobold
Vicious, mean, and much smarter than they let you believe. These creatures will do everything it takes to get what they want, except partaking in a fair fight. Although they don't normally get along with other races, a Kobold sees the value of a pack and will create a strong bond to those closest to it.
Speed: 30ft
Size: Small
Languages: Common, Draconic
Darkvision
Trapmaking Proficiency
- Count as one size smaller for determining carrying capacity.
- In the first round of combat, you have advantage on attack rolls against any creature you surprised.
- Can go without food for twice as long but have disadvantage on ability checks to endure cold weather.