PDA

View Full Version : Racial Overhaul v0.75 PEACH



PhoenixPhyre
2022-04-17, 10:39 PM
The goal here is to divorce culture from heredity as much as possible. Instead of sub-races, there are only Lineages (the biological part) and Cultures (the rest). As this is for my particular setting, many of the non-SRD names have been changed to reflect the differences in lore. Each lineage and culture here is presented with a small blurb explaining some of the background. Looking for feedback on both mechanics and thematics, especially with the features. Note: Tasha's racial stuff is NOT in play.

Each lineage gets
* A size category
* A +1 ASI. Some are fixed, some are variable.
* 2 feature slots. In some cases, these are "pick two from this list". Others are fixed; others are "pick one from this list + fixed choice". Features like Fiendish Ancestry (2) mean "pick two from the Fiendish Ancestry list"
* All speeds are 30.

Each culture gets
* A list of suggested (for lore reasons) lineages
* 3 adjectives (used to generate the features)
* +1/+1 ASI. This can overlap with the lineage one, producing +2/+1. Most of these are fixed, but a few have some variability.
* A set of proficiencies, generally 2.
* A feature, generally weaker than the lineage ones.
* A pick of 2 languages from a limited list, in addition to Common. I use languages heavily and all the cultures are multi-ethnic.

Lineages (alphabetical, mostly)
Barbegazi. Blue-skinned frost goblins. Larger and less tribally-dependent than regular goblins; cannot be transformed into hobgoblins or bugbears. Touched by the Plane of Ice. Only found natively in a few places, among them the Nocthian Caldera.
Size: S
ASI: CON
Feature: Cold Resistance.
Feature: Elemental Nature (Cold). The influence of the Plane of Ice freezes the blood of your foes. When you are hit by an attack from within 5 feet, you can use your reaction to force the attacker to make a Constitution saving throw (DC 8 + your Constitution modifier + your proficiency bonus). On a failed save, the attacker takes cold damage equal to your level and has their speed reduced to 0 until the end of their next turn. While immobilized like this, the creature cannot take a reaction. Once a target fails on this save you cannot use the ability again until you finish a short or long rest.

Cysgor. Grey-skinned elven relatives who have long been associated with the Shadow plane. Roughly similar to the shadar kai, but very different lore wise.
Size: M
ASI: WIS
Feature: Necrotic resistance.
Feature: Shadow Walk. The ancestral bargain between the cysgor and Shadow itself lingers in your blood. As a bonus action while standing in a shadow, you can teleport up to 30 feet to an unoccupied point you can see that is also in shadow. Once you use this trait, you can not use it again until you finish a long or short rest.

Dragonborn (True). Descendants of an attempt to make super soldiers by fusing dragon soul fragments with unborn human children. Mammals, despite the scales. Yes, they do have tails (generally short stubby ones) and are different colors.
Size: M
ASI: STR
Feature: Elemental Resistance (based on color)
Feature: Draconic Nature (1). See below.

Your ancestors were created by merging them with pieces of draconic souls. That legacy lingers on in you. Choose N of the following traits.
* Draconic Fear. You gain proficiency in the Intimidation skill. In addition, as an action you can exude menace at a single creature that can see you within 30 feet. The target must make a Wisdom saving throw against a DC of 8 + your Constitution modifier + your proficiency bonus. On a failed saving throw the target is frightened for one minute. Frightened targets can attempt the saving throw again at the end of each of their turns, ending the effect on a success. Once a target fails this saving throw, you can no longer use this trait until you finish a long rest.
* Dragon Hide. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
* Natural Weaponry. You have either claws, dagger-like teeth, or a tail (your choice). You can attack with your chosen feature as a natural weapon with which you have proficiency, dealing 1d4 + your Strength modifier damage on a hit. Claws deal slashing damage, teeth deal piercing damage, while a tail deals bludgeoning damage.
* Breath weapon. As per PHB, except used as a Bonus action and CON-mod/short rest.


Dwarf. Pretty standard dwarves, except their language and accent is generally Mongolian. Related to giants and jazuu.
Size: M
ASI: CON
Feature: Poison Resistance.
Feature: Darkvision (60ft)

Elementborn. Aka genasi, but with less intimate relationships with genies. Just born when there's a strong elemental influence. Do not generally breed true.
Size: M or S
ASI: STR or CON or WIS or CHA.
Feature: Elemental Resistance (one of fire/poison/lightning/acid)
Feature: Elemental Nature (based on resistance you chose):

Fire: The influence of the Plane of Fire has given you partial control over fire. You learn the firebolt cantrip. You can cast absorb elements at first level once with this trait and regain the ability to do so after you finish a long rest. When you reach 3rd level, you can cast continual flame once with this trait and regain the ability to do so after you finish a long rest. Constitution is your spellcasting ability for these spells.

Poison: The influence of the Plane of Water grants you the ability to breathe water as well as air.

Lightning: The influence of the Plane of Air lends quickness to your movements. Your movement speed increases by 10 feet.

Acid: The influence of the Plane of Earth makes you difficult to move against your will. You have advantage on ability checks and saving throws to resist being moved or knocked prone. This includes attempts to teleport you against your will.


Fiendborn. Like tieflings. But more varied and less devil sex. Just strong devil influence. Don't breed true, generally. Unless you're also fiend warlocks.
Size: M or S
ASI: CHA
Feature: Fiendish Nature (2) :

The legacy of the Infernal Territories warps your bloodline. Choose 2 of the following traits.
* Fire Resistance. You have resistance to fire damage.
* Necrotic Resistance. You have resistance to necrotic damage.
* Fiendish Charm: As a reaction when a creature you can see makes an attack against you, you can force them to make a Wisdom saving throw against a DC of 8 + your Charisma modifier + your Proficiency bonus. On a failed save, they must choose another target within range for the attack if one exists. If no suitable targets exist, the attack is lost. Once you use this trait once, you can not use it again until you finish a long rest.
* Fiendish Magic: You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
* Fiendish Physiology: You have either horns, dagger-like teeth, or a tail (your choice). You can attack with your chosen feature as a natural weapon with which you have proficiency, dealing 1d4 + your Strength modifier damage on a hit. Horns and teeth deal piercing damage, while a tail deals bludgeoning damage.
* Familiar Spirit: You can cast the find familiar spell once with this trait, regaining the ability to do so when you finish a long rest. The familiar you summon has the fiend type.


Gnome. Fey-touched goblins. Currently really rare due to <reasons>, but becoming less so. Do actually breed true, unlike most of the other "X-born" types, because goblins are funky.
Size: S
ASI: INT or WIS
Feature: Fey Ancestry (2) (see below)

Half Elf. Some are wood-elf related, others high-elf related. Hence the choice. Their flexibility in ASI means they only get one feature.
Size: M
ASI: Any
Feature: EITHER Fey Ancestry (1) or Quick Learner (see gwerin)

Ihmisi. Wood elves. A different race than gwerin (high elves); their ancestors traded the long life thing for a connection to the primal forces of nature.
Size: M
ASI: DEX
Feature: Trance (as PHB)
Feature: Fey Ancestry (1)


The influence of fey and kami lingers in your soul. Choose N of the following traits.
* Psychic Resistance. You have resistance to psychic damage.
* Fey Trick: As an action, one creature you can see within 60 feet must make a Wisdom saving throw against a DC of 8 + your Charisma modifier + your proficiency bonus. On a failure, they must use their reaction to move up to their speed in a straight line in a direction of your choice. Once a creature fails this saving throw, you cannot use this trait again until you finish a long rest.
* One with Nature : As an action, you can merge into a natural feature (such as a rock, tree, dirt, or unworked stone) and reappear at a different natural feature you can see within 30 feet. Once you use this trait, you cannot do so again until you finish a long rest.
* Nature’s Concealment : You can attempt to hide when lightly obscured by natural elements such as trees, mist, bushes, etc.
* Fey Companion. You can cast the find familiar spell once with this trait, regaining the ability to do so when you finish a long rest. The familiar you summon has the fey type.


Godborn Aasimar, basically. Again, don't breed true and more about strong celestial influence. Note that celestial in my world =/= good. And fiend =/= evil.
Size: M or S
ASI: WIS
Feature: Celestial Nature (2)

The fire of demigods, ascendants, or the angelic host burns in your soul. Choose N of the following traits.
* Celestial Verity. When you make a Charisma (Persuasion) check, you can add twice your proficiency bonus instead.
* Angelic Wings. As udaaka, but glowy.
* Radiant Resistance. You have resistance to radiant damage.
* Necrotic Resistance. You have resistance to necrotic damage.
* Healing Hands. As an action, you can touch another creature and restore hit points up to 5 times your proficiency bonus to them. Once you use this trait, you cannot do so again until you finish a long rest.


Goroesi The dark elves of the setting. NOT drow in any way. Stockier and more crafting/art-inclined than most elves. Associated with time and prophecies for obscure reasons.
Size: M
ASI: CHA
Feature: Superior Darkvision (120 ft, color)
Feature: Trance.

Gwerin. High elves. Longest lived normal race (but only 200 years). Self-proclaimed masters of wizardry. Definitely not tree-huggers. They prefer cities and crystals and shiny white towers, thank you very much. Don't confuse them with their dirty ihmisi "cousins".
Size: M, but better than you.
ASI: INT, because they're smarter than you are.
Feature: Trance, but better. As regular Trance, but you remain conscious and alert (but immobile) during that time.
Feature: Quick Learner. Again, smarter and more skilled than you are, literally from birth. You gain proficiency in two languages or artisan’s tools of your choice. In addition, learning additional languages or tools costs only half the normal time and price. Yes, we've bred for this ability. Our newborns are better painters than most "regular" artists.

Halfling. Matriarchal, have three "sexes" (one being a neuter "worker female"), and have slightly sharpened teeth. Mutated goblins that underwent severe population bottlenecks. A large group of them are cannibals in the jungle.
Size. S. Like...really small.
ASI: DEX.
Feature: Lucky.
Feature: Halfling Nimbleness

Hobgoblin. When a tribe of goblins needs leadership or direction (which is pretty common), they pour their psychic energy into one individual. He grows into a hobgoblin. Sterile, but not as dependent on the tribal shared memory and so much less distractable and more focused and independent. Note: Humans are mutated hobgoblins, as are orcs.
Size: M
ASI: INT
Feature: Instinctive Tactics. As a reaction when an ally you can see within 30 feet is targeted by an attack, you can shout a warning, allowing them to immediately move up to half their speed or stand up from prone without provoking opportunity attacks. This happens before the attack completes and can cause the attack to miss. Once you use this trait, you cannot use it again until after you finish a long or short rest.
Feature: Shared Memory. When you make Intelligence checks involving remembering information, you can do so at advantage as you pull from the shared memory of your tribe.

Human. Humans. Known as the "devout people", they were the first to discover divine magic. Created by the elves from hobgoblins a long time ago, along with orcs. Maybe people should stop trying to make super-soldiers? It never works.
Size: M
ASI: --
Feature: Any half-feat. This also provides their +1 ASI.

Jazuu. Big, mountain-dwelling. Associated with runes, because they can be reprogrammed by runes to create true giants. Giant-kin come from failed transformations or their descendants.
Size: M, but only because L causes mechanical issues.
ASI: STR
Feature: Stone Endurance
Feature: Powerful Build

Ophidian. Snake-people, but not evil nasty ones. Basically yuan-ti purebloods, but with the more warped ones as ritually-deformed to save from common birth defects due to genetic meddling.
Size: M
ASI: CHA
Feature: Poison Resistance
Feature: Instinctive Charm. When you make a Charisma check to get someone to do something for you, you can force them to make a Wisdom saving throw against a DC of 8 + your Charisma modifier + your proficiency bonus. On a failure, they are friendly to you for the purpose of determining the outcome of the check no matter their normal disposition. Once a target fails this saving throw, you cannot use this trait again until you finish a long rest.

Orc. No half-orcs. Not savages....well...some of them are. But some of everyone are savages (except gwerin, they're too good for that). Made alongside humans as soldiers. Tied to a demon prince (who was an orc) in the past, so genetic temper issues. Those have faded, mostly, with time.
Size: M, but on the bigger side
ASI: CON
Feature: Relentless Endurance
Feature: Inexhaustible. You recover 1 level of exhaustion whenever you finish a long or short rest.

Sena'ka. Voldemorts. No-nose lizard-spotted folk. AKA githyanki. Very different lore. Most of them are sea-farers these days. Designed as, you guessed it, another attempt at super-soldiers, a bit more psychically this time. This one almost worked.
Size: M
ASI: STR or INT
Feature: Psionic Nature (2)

Your ancestors were granted uncanny gifts by their creators. Choose N of the following traits.
* Force Blades. As an action you can summon a blade of force. It has the statistics of a shortsword except that it deals force damage and has the thrown (30/90) property. Once thrown, it reappears in your hand at the end of that turn as long as you have a hand free whether it hit or missed.
*Tactical Teleport. As an action, you can teleport to an unoccupied point you can see within a 15’. Once you use this trait, you cannot do so again until you finish a long rest.
*Telekinetic Hand. You know the mage hand cantrip. When you cast it, it can provide up to 30 lbs of force (instead of 10) and is invisible.
*Mind Invasion. As an action, you can force a creature you can see within 30 feet to make an Intelligence saving throw against a DC of 8 + your Intelligence modifier + your proficiency bonus. On a failed save, you can either cause the creature psychic damage equal to your level or ask the creature one question. If the creature knows the answer, you learn that information. If they do not, they take the damage instead. After the effect ends, the creature knows you assaulted their mind. Once a creature fails the saving throw against this effect, you cannot use this trait again until you finish a long rest.


Sher'ka. Cat folk. Only native to one continent.
Size: M
ASI: DEX
Feature: Claws.
Feature: Feline Agility.

Udaaka. The first shall be last. Winged bird folk. More humanoid than the stock ones, less bird. Artificially created originally, but breed true.
Size: M
ASI: DEX
Feature: Talons
Feature: Wings

PhoenixPhyre
2022-04-17, 10:56 PM
Note: Some cultures are specific to locations, others are more generic.

Consensus Builder. The wall-builders have a long history of working closely together and valuing consensus. When you take the Help action to assist with an Intelligence or Charisma check, you can add your relevant modifier (if positive) to the result as well.

Serpent’s Grace. A cultural legacy of dancing has left you more nimble than most. When you are required to make a Dexterity saving throw, you can choose to do so at advantage. Once you use this trait, you cannot use it again until you finish a long or short rest.

Mountain-walk. You grew up in and around the mountains. You’ve learned to travel easily while watching for danger. While traveling in mountains, you and your party can maintain a fast pace without penalty and do not get lost; in any terrain you have advantage on Wisdom (Perception) checks.

Wood-Bond. You grew up surrounded by the deep-wood. You have advantage on Wisdom (Survival) and can hide when only lightly obscured and do not get lost while in wooded areas.

Swimmer. You grew up on the water and are comfortable moving in it. You gain a swim speed of 20 ft.

Scion of the Forge God. Your culture places priority on knowledge and skill at crafting. You start with the formula to one common magical item (of a type you have the necessary proficiency to craft), and you gain access to the formula to an uncommon magical item at level 7. When you craft either one of these items, it only takes half the normal amount of time.

Thrifty. Your culture prizes thrift and bargaining. Your upkeep costs are reduced by 50% and the amount you receive when you sell goods or treasure is increased by 10%. You also start with an additional 10 gp.

Animal Friend. Growing up with animals of all sorts, you learned special tricks to handle them. You have advantage on Wisdom (Animal Handling) checks. You can cast animal friendship once per day using this trait and regain the ability to do so once you finish a long rest. Wisdom is your spellcasting modifier for this spell. You can also cast speak with animals as a ritual.

Arcane Initiate. Your childhood was spent among the learned and among seekers of arcane secrets. You’ve picked up a few tricks. You learn two cantrips and one first-level spell of your choice from the wizard spell list. You can cast the first-level spell once per day with this trait and regain the ability to do so once you finish a long rest.

Divine Initiate. Your childhood was spent among the highly devout, around the priests and scholars. You’ve picked up a few tricks. You learn two cantrips and one first-level spell of your choice from the cleric spell list. You can cast the first-level spell once per day with this trait and regain the ability to do so once you finish a long rest.

Primal Initiate. You dwelt among those who worship the kami. You’ve picked up a few tricks. You learn two cantrips and one first-level spell of your choice from the druid spell list. You can cast the first-level spell once per day with this trait and regain the ability to do so once you finish a long rest.


Specific Cultures
Caldera-born
Suggested Lineages: Barbegazi, dragonborn, hobgoblin, jazuu, orc
Adjectives: hardy, aggressive, martial
ASI: CON/STR
Proficiencies: One type of medium armor or shields or martial weapons, Survival.
Feature: Mountain walk
Languages: draconic | orcish | goblin | jazuu

Fang-kin
Suggested Lineages: dwarf, half-elf, human, ophidian, sena'ka
Adjectives: devious, devout, lithe
ASI: CHA / DEX
Proficiencies: Religion, Deception OR Insight
Feature: Serpent's Grace
Languages: gwerin | sena'ka | ophidian

High-Mountain (specific to one set of mountains and the motley folk who live there.)
Suggested Lineages: cysgor, dwarf, ihmisi, jazuu
Adjectives: hardy, inventive, martial
ASI: CON / INT
Proficiencies: Investigation, 1 tool
Feature: Scion of the Forge God
Languages: dwarf | jazuu | ihmisi

Igazi
Suggested Lineages: Human, Sher ka, udaaka
Adjectives: Wealthy, devout, traveller
ASI: CHA/STR
Proficiency: Religion, Persuasion, Vehicles (land)
Feature: Thrifty
Languages: igazi | rifter

Night's Child
Suggested Lineages: barbegazi, half-elf, human, ihmisi, jazuu
Adjectives: sylvan, sea-farer, crafty (wood)
ASI: WIS/STR
Proficiencies: vehicles (water) OR Survival, woodcarver's tools
Feature: Wood-bond OR Swimmer
Languages: ihmisi | primordial (Aquan) | sylvan

Undermountain
Suggested Lineages: dwarf, halfling, human
Adjectives: traditional, stubborn, crafty (metal/stone)
ASI: WIS/CON
Proficiencies: 2 tools
Feature: Scion of the Forge God
Languages: dwarf | old imperial

Wallbuilder
Suggested Lineages: Dwarf, gwerin, half-elf, halfling, human, ihmisi
Adjectives: devout, resourceful, crafty
ASI: WIS / Any other
Proficiencies: Religion, 1 tool
Feature: Consensus-builder
Languages: gwerin | old imperial | dwarven

Generic Cultures
Any race can take these, but they have suggested regions where they're common.
Devout
Kaelthia, Lyodnoir, Godsfall, Igazi
Divine, devout, traditional
WIS / STR
Religion, Insight
Divine Initiate
celestial | infernal | old imperial

Forest Tribal
Byssia, Fiach Woods, Kotimaa, Jungle of Fangs
sylvan, traditional, self-sufficient
DEX / WIS
Nature OR History, Survival
Wood-Bond OR animal friend
ihmisi | orc | ophidian

Maritime
Byssia, Moon Sea, Lake Coy'in
navigator, devious, martial
DEX / (CHA OR INT)
vehicles (water), navigator's or cartographer's kit, deception
Swimmer
sena'ka | ophidian |old imperial

Plains Tribal
Sea of Grass, Windwalker Confederacy, Safehold
Herder, hardy, self-sufficient
CON / WIS
animal handling, survival
Animal Friend
ihmisi| goblin

Primal
Byss, Crisial, Innsmouth
Nature, perceptive, self-sufficient
WIS / DEX
Nature, Survival
Primal Initiate
primordial | sylvan

Scholarly
Crisial City, Shinevog, Kaelthia, Godsfall
Arcane, intellectual, refined
INT / CHA
1 social, arcana
Arcane Initiate
gwerin | old imperial

Kane0
2022-04-22, 10:42 PM
So, first off it appears your baseline is below the PHB races, comparing Human to Human. Assuming this is what you're aiming for, lets take a look at them against that new baseline.

Human: Nothing except a half-feat, which as above i'm assuming is the balance point
Barbegazi: Elemental Nature (Cold) has a lot of conditions to meet in order to use for its benefit , but nice that its once it works per LR though.
Cysgor: Seems fine compared to human
Dragonborn: Claws are pretty weak compared to BA breath weapon, AC or fear (which also has that nice once it works per LR)
Dwarf: Darkvision is much more rare I see, but still I would call it more a ribbon than a full-strength feature
Elementborn: Poison doesn't feel nearly as impressive as the other options
Fiendborn: Fiendish Charm appears to be lacking the 'once it works' part like the two previous abilities, and fiendish physiology isn't as good as the others
Gnome: Fey Trick using your action feels kinda weak
Half Elf: Feels like they're getting shafted
Ihmisi: Trance is another one of those traits I would classify closer to ribbon than full-strength feature
Godborn: This is decidedly stronger than the balance point, having a stat boost + flight + something else like a damage resistance, expertise in Persuasion or a decent heal
Goroesi: Darkvision + Trance, after reading the above feels quite underwhelming
Gwerin: Trance+ feels like an actual feature, quick learner feels like a pair of ribbons stapled together (not even a bonus skill?)
Halfling: seems fine
Hobgoblin: Seems fine, perhaps just a touch below par though
Jazuu: seems fine
Ophidian: Nice return of the 'once it works per LR', but the effect just doesn't feel that strong to begin with really
Orc: Both features depend on you being heavily inconvenience, its like you're playing without a race for 90% of the time
Sena'ka: Tactical teleport feels pretty underwhelming, as does the damage of Mind Invasion. At least its got that 'once it works' and is an INT save
Sher'ka: Claws are weak, agility is OK
Udaaka: Talons are weak, flight again puts it above and beyond other options.

1d4 natural attack damage is just weak, it's just not as good as a damage resistance or extra proficiencies or flight. Also, I noticed a distinct dearth of features that just give you advantage on things, was that intentional?
Also, because you've depowered races in general there is a real risk you simply won't feel like you're any race at all, especially if one third of their entire package is a passive +1 stat boost or damage resistance. At best you have a once per LR ability to remind you of what you are.

Metastachydium
2022-04-23, 09:02 AM
A pick of 2 languages from a limited list, in addition to Common. I use languages heavily and all the cultures are multi-ethnic.

I don't get this. If all the cultures are "racially" mixed, why on earth are there "racial" languages? (I've been tinkering with a custom setting of my own for a while which has a similar setup insofar as the setting's only monoculture is a weird xenophobic elven subspecies with a very small population only found in a single, barely habitable mountainous area, and therefore, automatic languages are granted by country/region of origin rather than race (some don't even grant Common, a lingua franca that's the mother tongue of very few people). Subsequently, there is no such thing as, say, Elven or Dwarven: a "Council" hill dwarf and high elf both speak Coastal, whereas a dwarf from Hill-Koroneia speaks (Low) Korak and a high elf from Linn speaks Linner (just like a wood elf or a kobold from the same nation).

Self-plugging and -shilling aside,) why doesn't the setting seem to have ethnic/national languages other than Igazi and Old Imperial? I could see your Gwerin going all like "we devised the perfect language for our use that is so much better than yours" or whatever, but I can't quite wrap my head around the rest.

PhoenixPhyre
2022-04-23, 01:40 PM
So, first off it appears your baseline is below the PHB races, comparing Human to Human. Assuming this is what you're aiming for, lets take a look at them against that new baseline.

Human: Nothing except a half-feat, which as above i'm assuming is the balance point
1) Barbegazi: Elemental Nature (Cold) has a lot of conditions to meet in order to use for its benefit , but nice that its once it works per LR though.
Cysgor: Seems fine compared to human
Dragonborn: Claws are pretty weak compared to BA breath weapon, AC or fear (which also has that nice once it works per LR)
Dwarf: Darkvision is much more rare I see, but still I would call it more a ribbon than a full-strength feature
2) Elementborn: Poison doesn't feel nearly as impressive as the other options
3) Fiendborn: Fiendish Charm appears to be lacking the 'once it works' part like the two previous abilities, and fiendish physiology isn't as good as the others
4) Gnome: Fey Trick using your action feels kinda weak
5) Half Elf: Feels like they're getting shafted
Ihmisi: Trance is another one of those traits I would classify closer to ribbon than full-strength feature
6) Godborn: This is decidedly stronger than the balance point, having a stat boost + flight + something else like a damage resistance, expertise in Persuasion or a decent heal
Goroesi: Darkvision + Trance, after reading the above feels quite underwhelming
Gwerin: Trance+ feels like an actual feature, quick learner feels like a pair of ribbons stapled together (not even a bonus skill?)
Halfling: seems fine
Hobgoblin: Seems fine, perhaps just a touch below par though
Jazuu: seems fine
Ophidian: Nice return of the 'once it works per LR', but the effect just doesn't feel that strong to begin with really
Orc: Both features depend on you being heavily inconvenience, its like you're playing without a race for 90% of the time
7) Sena'ka: Tactical teleport feels pretty underwhelming, as does the damage of Mind Invasion. At least its got that 'once it works' and is an INT save
Sher'ka: Claws are weak, agility is OK
Udaaka: Talons are weak, flight again puts it above and beyond other options.

1d4 natural attack damage is just weak, it's just not as good as a damage resistance or extra proficiencies or flight. Also, I noticed a distinct dearth of features that just give you advantage on things, 8) was that intentional?
Also, because you've depowered races in general there is a real risk you simply won't feel like you're any race at all, especially if one third of their entire package is a passive +1 stat boost or damage resistance. At best you have a once per LR ability to remind you of what you are.

Note that depowering races per se is a design goal. I'd like most of the "race" package to come from the cultural piece (what's now a sub-race). Racial features mostly just being ribbons or passives is right in line with my intent. On the natural attack damage--two questions: does making using this a bonus action (or regular attack if you're desperate I guess) work? Basically, you get a 1d4 + STR BA attack out of the gate. Alternatively (not concurrently) making it act as a light weapon so you can "TWF" with it OR raising the damage to 1d6 + STR.

1) I'll admit I whipped that one up on the fly. Probably going to make it so they take damage regardless but save vs immobile.
2) Yeah, also a hasty adaptation. Original was "you can breathe water as well as air", but I couldn't justify why there was EN (Cold) and EN (water).
3) Oversight. All of them should only consume the resource if it works.
4) I'll probably move this to a BA.
5) Agreed. I need to adjust them somewhat. Probably an (unwarranted) reaction to them being "OP" (scare quotes intentional) in stock.
6) I'm fine with being slightly above the balance here. I don't see wings as being that powerful in my own games, TBQH.
7) Going to move the teleport to a BA. As for mind invasion, I'd expect to see this more as the "ask a question" form, with the damage as a rider. Not a staple thing.
8) Yes, mostly. Guaranteed advantage is too common IMO, meaning I can't give it out as usefully for situational things. But my DCs (especially ability checks) tend to be on the lower side of things--10 is most common, 15 is uncommon, 20 is really rare, >20 is vanishingly rare).


I don't get this. If all the cultures are "racially" mixed, why on earth are there "racial" languages? (I've been tinkering with a custom setting of my own for a while which has a similar setup insofar as the setting's only monoculture is a weird xenophobic elven subspecies with a very small population only found in a single, barely habitable mountainous area, and therefore, automatic languages are granted by country/region of origin rather than race (some don't even grant Common, a lingua franca that's the mother tongue of very few people). Subsequently, there is no such thing as, say, Elven or Dwarven: a "Council" hill dwarf and high elf both speak Coastal, whereas a dwarf from Hill-Koroneia speaks (Low) Korak and a high elf from Linn speaks Linner (just like a wood elf or a kobold from the same nation).

Self-plugging and -shilling aside,) why doesn't the setting seem to have ethnic/national languages other than Igazi and Old Imperial? I could see your Gwerin going all like "we devised the perfect language for our use that is so much better than yours" or whatever, but I can't quite wrap my head around the rest.

There are racial languages mainly for historical reasons. Specifically, some of the cultures are more mixed than others. Old Imperial is the ancestor to Common, which is widespread across the half-continent where most of my games are because the Empire owned the entire continent (roughly) about 800 years ago and required everyone to learn Old Imperial (which wasn't called that at the time). Certain groups got to keep their other languages, but OI was the language of business and trade.

Gwerin kept their ancient language (mostly among the aristocracy/magocracy) because it was the ancient language of magic. The ihmisi kept their (and still do) because there are lots of tribal groups who were living on the fringes of the Empire and so never lost it. The dwarves (of this area) hold tradition and the written word sacred, so they maintained theirs. Goblins have theirs because it's literally genetic (goblins are weird). The jazuu either weren't part of the empire (one group of them moved here in the last 100 years from a different continent) or were isolated for centuries, with strong traditional elements playing a role. Orcs and orcish is really an off-shoot from centuries ago, again because orcs were on the persecuted fringe. Note that there isn't a human or halfling language on the main play area--they just speak (various dialects of) Common. OI is a dead language (like latin), but so much of the historical and cultural (and religious) works are written in it so it stays around in some areas as a second, written-only language.

Igazi is a separate language because the nation is actually on a completely separate continent from the main play area, accessible via portal network. Technically it's a relative of OI, but split off a real long time ago (several thousand years) and so it's not mutually intelligible. Draconic serves as the "national language" of Wyrmhold (alongside Orcish, Ngyon Toi, and Common), mainly due to pride. Although real dragons say that no two-leg speaks draconic right--a lot of it is in the posture of the wings, tail, etc. Plus mortal lungs just aren't big enough--draconic is a really long-winded language. They have no issues spending an hour saying hello. Each word is roughly paragraph length. Mortals tend to abbreviate, making them sound like they're speaking "kiddy draconic."

Most of the time, everyone you talk to speaks Common. But written material, especially older written material, might be in any number of languages. It's only when you get out into the real fringes of "civilization" do you get monolingual people. Like the deep wilderness goblin tribes may only speak Ngyon Toi. Or the deep-mountain dwarves may have intentionally suppressed Common (as being "surfacer nonsense"). It's mostly written works that are the issue.

Olffandad
2022-04-23, 09:47 PM
I didn't study the specific builds, but I think this is a good idea.

I have also wondered about an open 5e character template with select size, attribute bumps, and bonus skills/proficiencies/abilities ala carte with some sort of point buy. Gods know that would be hard to balance and would probably result in mandatory picks like darkvision, but would finally break the "race determines career path" concept.

We should have the "classic" paths with elves and whatnot for quick or beginner play in a player's handbook, but then you can have the "elf who ran away to live with giants" or other creative concepts beyond the base "race determines culture" for players who are ready for that.

PhoenixPhyre
2022-04-24, 12:32 AM
I didn't study the specific builds, but I think this is a good idea.

I have also wondered about an open 5e character template with select size, attribute bumps, and bonus skills/proficiencies/abilities ala carte with some sort of point buy. Gods know that would be hard to balance and would probably result in mandatory picks like darkvision, but would finally break the "race determines career path" concept.

We should have the "classic" paths with elves and whatnot for quick or beginner play in a player's handbook, but then you can have the "elf who ran away to live with giants" or other creative concepts beyond the base "race determines culture" for players who are ready for that.

Honestly, I'm not a fan of point buy like things in a class/level context. It seems to me that that always ends badly.

And with races/cultures, those are tied into the world in an intimate fashion. So letting players just arbitrarily build a bear ends up posing substantial difficulties for coherent worldbuilding. It's one strong reason I don't allow the Tasha's Custom Lineage stuff--I've put a lot of work into the cultures and races and history. And with a living world that extends across many groups, where player actions make canon for other groups, I'm the one that has to live with the consequences of their choices.

But I agree that having a bit more granularity in this aspect is probably a good thing. I've introduced the origin option, which mechanically represents the differences even within a larger culture based on the terrain and geographic character. Plains folk vs mountain folk, maritime folk vs big city types. Etc.