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View Full Version : D&D 5e/Next Racial Feats for Eberron Races



Grod_The_Giant
2020-08-17, 02:07 PM
Advanced Shapeshifting
Prerequisite: Changeling

Your shapeshifting skills are legendary even among your own kind. You gain the following benefits:

You gain proficiency in the Deception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
You can extrude some of your body mass and use it to imitate fibers, allowing you to form clothing when using your Shapechanger ability. You can imitate any form of cloth, or even metal armor, but doing so provides you no special bonuses.
As a bonus action, you can grow claws, fangs, horns, and other natural weapons. When you do, your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, and gain the Finesse quality. After using the Attack action to attack with your unarmed strike, you may use a bonus action to make a second unarmed strike. Do not add your ability score modifier to the damage of the second attack.
As a bonus action, you can equip yourself with defensive scales, bone spurs, and other such natural defenses. When not wearing armor (other than that produced by your Shapechanger ability), your AC equals 13 + your Dexterity modifier.


Atypical Component
Prerequisite: Warforged

You’ve modified your construct body in unusual ways. Increase your Constitution score by 1, to a maximum of 20, and select one of the following abilities:

Battlefist: Your unarmed strikes deal 1d6 bludgeoning damage. After using the Attack action to attack with your unarmed strike, you may use a bonus action to make a second unarmed strike. Do not add your ability score modifier to the damage of the second attack.
Extended Arms: Your reach increases by 5ft.
Heavy Plating: You lose your Integrated Protection ability. Instead, you install heavy armor plating that gives you a base AC of 15 + your Proficiency bonus. You can no longer wear armor, but can benefit from a shield as normal.
Inbuilt Weapon: Select one simple or martial weapon and integrate it into your body. Integrated weapons function normally, but you are always considered proficient in them, they cannot be disarmed, and they use a damage die one step larger than normal (d4 -> d6 -> d8 -> d10 -> d12 or 2d6 -> 2d8). Over the course of a long rest, you may replace the inbuilt weapon with a new one. Magic weapons so integrated retain their properties.
Integrated Tools: You have a set of tools built into your body, with which you are always considered proficient. If you are already proficient with the tool, you add double your proficiency bonus to checks you make with it. In addition, whenever you make an ability check using your integrated tools, you can treat a d20 roll of 9 or lower as a 10.
Repair Module: You regenerate one hit point every hour, to a maximum of half your maximum health, and automatically stabilize when dying. If one of your body parts is severed and you hold it to the stump, it reconnects after one minute.
Spiked Body: You cover your body with razor-sharp spines. Any creature who strikes you with a natural weapon or unarmed strike suffers 1d4 piercing damage, as does any creature who begins their turn while grappling with you. In addition, your unarmed strikes deal 1d4 piercing damage.
Warforged Charger: You add an extra set of legs, increasing your movement speed by 20ft. You count as one size larger when determining your carrying capacity and the weight you can push or drag, and you count as being mounted whenever it would be advantageous for you. However, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.
Warforged Scout: You strip out unnecessary components, reducing your size to small. This increases your movement speed by 10ft and allows you to use a bonus action to take the Hide action.
Wings: You attach a pair of wings, allowing you to fly at a speed of 20ft per round.

Special: You may select this feat more than once, choosing a new ability each time. When you gain a new level, you may exchange one modification for a different one.


Awakened Mind
Prerequisite: Kalashtar

You achieve greater mastery of the psychic power that is your birthright. This power is represented by your Psionic Talent die, the starting size of which is a d6.

Psionic Talent Options. You can use your Psionic Talent die in the following ways:


Delusion. As an action, you can plant a false belief in the mind of one or more creatures you can see within range of your Mind Link ability. Roll your Psionic Talent die; you may affect a number of creatures equal to the result—or, if not to your liking, you may abort the ability and affect no-one. Affected creatures perceive an image or sound for one minute, as the spell Minor Illusion.

Forced Dream. As an action, you can force one creature within 60ft to make a Wisdom save, against a DC of 8 + your Proficiency bonus + your Wisdom modifier. If they fail, roll your talent die. The target falls asleep for that many rounds, rendering them unconscious. They are woken instantly if they take damage, or someone uses an action to shake or slap them awake.

Telepathic Assault. As an action, you can force one creature within 60ft to make a Wisdom save, against a DC of 8 + your Proficiency bonus + your Wisdom modifier. If they fail, you roll your talent die and 1d8, and the target suffers that much psychic damage. At 5th level, and again at 11th and 17th level, you may roll an additional 1d8.

Changing the Die's Size.If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it's a d4 and you roll a 4, it becomes unusable until you finish a long rest.

Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6.

Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12). If you have a Psionic Talent die from another source, such as a class feature, you don't get more than one die; use only the one with the largest starting size.
Psi Replenishment.

As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can't use Psi Replenishment again until you finish a long rest.


I wrote stuff out in full here, but if you're using my psionics rewrite (https://homebrewery.naturalcrit.com/share/g8T2tW3Z7), this feat becomes a lot simpler:
You gain a Psionic Talent dice, the Delusion and Telepathic Assault Talents, and the new Forced Dream Talent described below:

Forced Dream: As an action, you can force one creature within 60ft to make a Wisdom save or fall asleep, becoming unconscious for [p] rounds. They are woken instantly if they take damage, or someone uses an action to shake or slap them awake.


Wild Heritage
Prerequisite: Shifter

You’re far more in touch with your bestial roots than others of your kind, allowing you to use your Shifting feature at will-- though when you do, you only gain temporary hit points equal to your Constitution modifier, rather than your level plus your Constitution modifier. In addition, you gain proficiency in the Survival skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

kingcheesepants
2020-09-02, 06:57 AM
I really like these for the most part and I think that racial feats for the Eberron races are much needed. The warforged one seems a little too strong though, well the heavy plating does. You get the benefit of plate armor (plus some bonus damage resistance, which I think you meant to say non magical bludgeoning, piercing and slashing damage but you actually left out the non magical part which makes this feat more potent than high level class abilities and heavy armor mastery which doesn't help against magical attacks) and with none of the drawbacks, no stealth penalty, no strength requirement, no 1500 gold cost and every class can use it. Oh and that's on top of a +1 to con too. Maybe make the heavy plating have a stealth penalty and a strength requirement like plate armor does. Otherwise get ready for warforged rouges and wizards with 19 base AC.

Grod_The_Giant
2020-09-02, 04:22 PM
I really like these for the most part and I think that racial feats for the Eberron races are much needed. The warforged one seems a little too strong though, well the heavy plating does. You get the benefit of plate armor (plus some bonus damage resistance, which I think you meant to say non magical bludgeoning, piercing and slashing damage but you actually left out the non magical part which makes this feat more potent than high level class abilities and heavy armor mastery which doesn't help against magical attacks) and with none of the drawbacks, no stealth penalty, no strength requirement, no 1500 gold cost and every class can use it. Oh and that's on top of a +1 to con too. Maybe make the heavy plating have a stealth penalty and a strength requirement like plate armor does. Otherwise get ready for warforged rouges and wizards with 19 base AC.
Yeah, that's fair. I'll pare it back a bit.