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View Full Version : D&D 5e/Next Sloth-folk (A giant ground sloth pc race + a balanced full-time large race?)



mcumoric
2021-10-10, 07:59 PM
Sloth-folk
Sloth-folk are a race of beings that are known to be slow… but not much else sadly.
They appear as 7-8 foot hunched ground-sloths with dull claws and a mossy back at most times. They don’t always wear clothes, but Sloth-folk that spend time around other humanoids more-often are inclined to wear clothes.
An odd quirk about them, is they derive energy from the sun due to the moss growing on their backs having a symbiotic relationship.

Creature type. Your creature type is giant.
Ability score increase. Yes. (Any combination of 3 total points that doesn’t exead 20).
Size. Sloth-folk are between 7 and 8 feet tall. Your size is medium.
Speed. Your base walking speed is 15 feet. You are not slowed by over-encumbrance (if your DM chooses to use that rule) or heavy armor.
Very very slow. Your body is, for some reason, incapable of exceeding a certain speed. You cannot take more than a single action and bonus action every 2 turns. (Any feature that gives you an additional action; Ie a fighter’s 2nd level Action surge. Allows you to immediately take an action on your turn, regardless of this feature.)
You may still take free actions, move and take reactions as normal however.
Unstoppable force. While slow, you make every hit count. Your movement speed is not reduced by spells, and you may move normally in difficult terrain. In addition, you have advantage on melee attacks against creatures that are wearing heavy armor.
Mossy photosynthesis. Once on your turn as a free action, you may regain 1d10 + your level hit points. You heal double the amount while in sunlight, and cannot heal while in the dark (you may still heal if near a light source, or in dim light). In addition, you do not need food if you are in sunlight for at least 8 hours a day (you still need water and oxygen as normal).
Massive build. Your carrying capacity, as well as push, pull, drag and lift maximums are quadrupled.
Long limbs. Your reach with melee weapons increases by 5 feet.
Languages. You can speak, read and write Common as well as Terran or Giant.

Optional feat;
Growth spurt.
Some Sloth-folk are far larger than normal.
Prerequisites; Sloth-folk race.
-Your size increases by 2d12 + 48 inches (or however larger the player chooses within the maximum and minimum of this roll).
-Your size becomes large.
-Heavy melee weapons may be wielded in one hand rather than 2, while non-heavy weapons that don’t have the light property count as light weapons in terms of dual wielding.
-You have disadvantage on attack rolls with light weapons.
-You may wield weapons designed for a large creature without rolling disadvantage.

mcumoric
2021-10-10, 08:04 PM
My thought process is that while yes being large is absolutely broken,
The biggest problem by far with it is WAY more damage with weapons, which is fair.

But with this, you technically can only take actions every other turn, so that's kinda nullified.
And if that was still too much, they also get "Being large" as a feat rather then immediately at level 1.
(There also is the fact that your aoe + Melee range is increased exponentially, but since, once again they slow, it just a big advanatge since once an enemy gets into range, they're kinda screwed, as if they try to retreat, you can just grapple as a reaction and smack em with a great-sword a bunch wielding it in your off hand).

Lord Torath
2021-10-10, 08:26 PM
You know, technically (https://xkcd.com/1475/) the Athasian Sloth is a ground sloth in case you want to make them a little more terrifying...
https://www.tcdb.com/Images/Cards/Non-Sport/81173/81173-5773476Fr.jpg
(The green tentacles to the right belong to a cistern fiend, not the sloth)

JNAProductions
2021-10-10, 08:32 PM
On the one hand, you get unlimited healing, at 1d10+level per turn.
On the other hand, only acting every other turn.

Overall? This would get a solid “no” from me if a player asked for it. It’s either too strong, if the disadvantages are mitigated, or too weak, if not, and not fun either way.

mcumoric
2021-10-10, 10:19 PM
On the one hand, you get unlimited healing, at 1d10+level per turn.
On the other hand, only acting every other turn.

Overall? This would get a solid “no” from me if a player asked for it. It’s either too strong, if the disadvantages are mitigated, or too weak, if not, and not fun either way.

*Facepalm*
Oh right, I was meaning to fix the "unlimited healing" thing by putting a 1/short rest tag.
I saw it, I just completely forgot to fix it lol.

mcumoric
2021-10-10, 10:20 PM
Fixed that issue whoops...
How is it now that it was slightly reworded?

Sloth-folk
Sloth-folk are a race of beings that are known to be slow… but not much else sadly.
They appear as 7-8 foot hunched ground-sloths with dull claws and a mossy back at most times. They don’t always wear clothes, but Sloth-folk that spend time around other humanoids more-often are inclined to wear clothes.
An odd quirk about them, is they derive energy from the sun due to the moss growing on their backs having a symbiotic relationship.

Creature type. Your creature type is giant.
Ability score increase. Yes. (Any combination of 3 total points that doesn’t exead 20).
Size. Sloth-folk are between 7 and 8 feet tall. Your size is medium.
Speed. Your base walking speed is 15 feet. You are not slowed by over-encumbrance (if your DM chooses to use that rule) or heavy armor.
Very very slow. Your body is, for some reason, incapable of exceeding a certain speed. You cannot take more than a single action and bonus action every 2 turns. (Any feature that gives you an additional action; Ie a fighter’s 2nd level Action surge. Allows you to immediately take an action on your turn, regardless of this feature.)
You may still take free actions, move and take reactions as normal however.
Unstoppable force. While slow, you make every hit count. Your movement speed is not reduced by spells, and you may move normally in difficult terrain. In addition, you have advantage on melee attacks against creatures that are wearing heavy armor.
Mossy photosynthesis. Once on your turn as a free action, you may regain 1d10 + your level hit points. You heal double the amount while in sunlight, and cannot heal while in the dark (you may still heal if near a light source, or in dim light). Once you use this feature, you must complete a short or long rest, or spend at least 4 hours in sunlight to use it again. In addition, you do not need food if you are in sunlight for at least 8 hours a day (you still need water and oxygen as normal).
Massive build. Your carrying capacity, as well as push, pull, drag and lift maximums are quadrupled.
Long limbs. Your reach with melee weapons increases by 5 feet.
Languages. You can speak, read and write Common as well as Terran or Giant.

Optional feat;
Growth spurt.
Some Sloth-folk are far larger than normal.
Prerequisites; Sloth-folk race.
-Your size increases by 2d12 + 48 inches (or however larger the player chooses within the maximum and minimum of this roll).
-Your size becomes large.
-Heavy melee weapons may be wielded in one hand rather than 2, while non-heavy weapons that don’t have the light property count as light weapons in terms of dual wielding.
-You have disadvantage on attack rolls with light weapons.
-You may wield weapons designed for a large creature without rolling disadvantage.