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Millstone85
2022-09-01, 02:53 PM
https://literaturaemartes.files.wordpress.com/2015/05/elementais.jpg (https://img1.wikia.nocookie.net/__cb20130527180839/powerlisting/images/7/7e/The-four-elements.jpg)

CHAOS GENASI

Some genasi trace their ancestry to a single type of genie, either efreeti, djinni, marid or dao. Others belong to mixed bloodlines where a newborn may shift elements several times before stabilizing as a fire, air, water or earth genasi. Yet other lines produce "para-elemental" or "mephit-like" genasi, displaying a magical affinity for either dust, ice, magma, mud, smoke or steam.

More rarely, and most often in places influenced by the Elemental Chaos, the Feywild, or Outer Planes of chaotic alignments, a genasi is born whose body remains the theater of a constant battle between the four elements and all their combinations. A chaos genasi may fall asleep with seaweed-like hair and fiery-red skin, only to wake up with cloud-like hair and stone-like skin.

Elemental abilities similarly come and go, yet a chaos genasi learns to quickly recognize and use their current state.

CHAOS GENASI TRAITS

Alternate and optional rules put in quotation boxes reflect the changes made to the genasi race in Monsters of the Multiverse. These new rules generally make the race stronger than it was in Elemental Evil Player's Companion or in Explorer's Guide to Wildemount. A few changes have been integrated into the main text.

Ability Score Increase. Your Constitution score increases by 2 and your Charisma score increases by 1.
Alternatively, increase one ability score by 2 and increase a different score by 1, or increase three different scores by 1.

Age. Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.
Alternatively, you might be descended from genies and a race other than human, potentially giving you a longer or shorter life expectancy.

Alignment. Independent and self-reliant, genasi tend toward a neutral alignment. However, chaos genasi are often more mercurial, or on the contrary balance their shifting physique with a rule-bound lifestyle, becoming either chaotic neutral or lawful neutral.

Creature Type. You are a Humanoid. You are also considered a genasi for any prerequisite or effect that requires you to be a genasi.

Darkvision. (optional) 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 discern colors in that darkness only as shades of gray.

If you have this optional trait, gaining Fiery Darkvision from Protean Body grants you no additional benefit. You instead get to choose a different adaptation.

Size. Genasi are generally built like humans. Your size is Medium.

Here's how to determine your height and weight randomly, starting with rolling a size modifier:
Size modifier = 2d10
Height = 4 feet + 8 inches + your size modifier in inches
Weight in pounds = 110 + (2d4 x your size modifier)

Alternatively, you can choose to be Medium or Small when you select this race, and use a different race as a model to determine your height and weight.

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
Alternatively, you know Common and one other language of your choice.

Erratic Resistance. When you select this race and every time you finish a short or long rest, roll a d6. You gain resistance to a type of damage determined by the number rolled on that die, as shown below, replacing any resistance previously gained from this trait.




d6

Damage Type


1

Acid


2

Cold


3

Fire


4

Lightning


5

Poison


6

Thunder



Omnimental Spells. When you select this race and every time you finish a short or long rest, roll a d6. You learn a cantrip determined by the number rolled on that die, as shown below, replacing any cantrip previously learned from this trait.




d6

Cantrip


1

acid splash


2

poison spray


3

produce flame


4

ray of frost


5

shocking grasp


6

thunderclap



Starting at 3rd level, you can cast chromatic orb as a 1st-level spell once with this trait, without requiring a material component, and you regain the ability to cast it this way when you finish a long rest.

Optional: Starting at 5th level, you can also cast dragon's breath as a 2nd-level spell once with this trait, without requiring a material component, and you regain the ability to cast it this way when you finish a long rest. You can also cast chromatic orb or dragon's breath using any spell slots you have of the appropriate level.
Constitution is your spellcasting ability for these spells when you cast them with this trait.
Alternatively, Intelligence, Wisdom or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Protean Body. When you select this race and every time you finish a short or long rest, roll a d12. You gain an adaptation determined by the number rolled on that die, as shown below, replacing any adaptation previously gained from this trait.




d12

Adaptation


1

Aerosol. You can try to hide while lightly obscured by airborne elements like dust, ice, smoke or steam.


2

Amphibious. You can breathe air and water, and your swimming speed equals your walking speed.


3

Defense. Erratic Resistance allows two types at once. Roll the d6 again, ignoring redundant results.


4

Earth Walk. You can walk through difficult terrain without expending extra movement.


5

Fiery Darkvision. 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. Everything you see in darkness is a shade of red.


6

Fleet Footed. Your walking speed increases by 10 feet.


7

Flight. You gain a flying speed equal to your walking speed, unusable with medium or heavy armor.


8

Icy Coat. You have advantage on rolls to avoid or end the grappled condition on yourself.


9

Mud Trap. You have advantage on rolls to impose or maintain the grappled condition on a creature.


10

Offense. Omnimental Spells allows two cantrips at once. Roll the d6 again, ignoring redundant results.


11

Power Touch. Your unarmed strikes deal an extra 1d4 acid, cold, fire, lightning, poison or thunder damage. You choose the type when you gain this adaptation.


12

Unending Breath. You can hold your breath indefinitely while you are not incapacitated.



https://static.wikia.nocookie.net/forgottenrealms/images/d/d2/Elemental_tempest_4e.jpg (http://samlib.ru/img/k/karpow_a_n/01-001/1-23-4_kad-dim-sul_by_jesper_ejsing.jpg)

https://i.imgur.com/3sz5nyjl.jpeg (https://i.imgur.com/3sz5nyj.jpeg)

https://wiki.guildwars2.com/images/thumb/b/b2/Spec_image_Weaver.jpg/480px-Spec_image_Weaver.jpg (https://wiki.guildwars2.com/images/b/b2/Spec_image_Weaver.jpg)

https://i.pinimg.com/564x/cc/96/d4/cc96d487089a5efcd8103597d860c7be.jpg (https://i.redd.it/aqrghwom7s251.jpg)

https://i.pinimg.com/564x/b9/6d/43/b96d43dcd2d89378ca1016cb8dad85e2.jpg (https://pbs.twimg.com/media/ErAeuyOVQAAjUTl?format=jpg)

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https://i.imgur.com/qRmPVkql.png (https://i.imgur.com/qRmPVkq.png)

PhantomSoul
2022-09-01, 05:19 PM
CHAOS GENASI

Some genasi trace their ancestry to a single type of genie, either efreeti, djinni, marid or dao. Others belong to mixed bloodlines where a newborn may shift elements several times before stabilizing as a fire, air, water or earth genasi. Yet other lines produce "para-elemental" or "mephit-like" genasi, displaying a magical affinity for either dust, ice, magma, mud, smoke or steam.

More rarely, and most often in places influenced by the Elemental Chaos, the Feywild, or Outer Planes of chaotic alignments, a genasi is born whose body remains the theater of a constant battle between the four elements and all their combinations. A chaos genasi may fall asleep with seaweed-like hair and fiery-red skin, only to wake up with cloud-like hair and stone-like skin.

Elemental abilities similarly come and go, yet a chaos genasi learns to quickly recognize and use their current state.

I like the blurb and it helps give an idea of what to expect! (Knowing the Feywild is a possible association was particularly useful!) That's particularly true since it gives good context to mean my more "chaos" multi-elemental genie is very much not the right model!



CHAOS GENASI TRAITS

Creature Type. You are a Humanoid. You are also considered a genasi for any prerequisite or effect that requires you to be a genasi.

I'm curious about not choosing to be an Elemental or Fey from the introductory blurb, but I guess that fits 5e's Humanoid preference.



Darkvision. 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 discern colors in that darkness only as shades of gray.


I forget if the new Genasi have this -- I think so? To me it doesn't seem like it obviously fits (including as a Trait for all regular elemental Genasi)



Erratic Resistance. When you select this race and every time you finish a short or long rest, roll a d6. You gain resistance to a type of damage determined by the number rolled on that die, as shown below, replacing any resistance previously gained from this trait.




d6

Damage Type


1

Acid


2

Cold


3

Fire


4

Lightning


5

Thunder


6

Choose one of the above.




I love the changing Resistances -- Poison being excluded stands out slightly (especially below), but that's really a worldbuilding decision more than anything else.



Omnimental Spells. When you select this race and every time you finish a short or long rest, roll a d6. You learn a cantrip determined by the number rolled on that die, as shown below, replacing any cantrip previously learned from this trait.




d6

Cantrip


1

acid splash


2

produce flame


3

ray of frost


4

shocking grasp


5

thunderclap


6

Choose one of the above.




These make sense as choices -- but it's a bit strange to me that your Resistance and your Cantrip don't match type-wise (so having a single d6 that covers both).



Starting at 3rd level, you can cast the chromatic orb spell with this trait, without requiring a material component, but can not choose poison as the spell's damage type. Starting at 5th level, you can also cast the dragon's breath spell with this trait, without requiring a material component, but thunder replaces poison as a damage type. Once you cast chromatic orb or dragon's breath with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.


I definitely get the appeal of Chromatic Orb here, and it probably would have been my go-to pick to keep things simple. It seems surprising that the type doesn't match the type(s) that you have from previous tables, and only getting to Cast the Spell once (for non-Casters) is potentially of pretty limited value relatively quickly... Maybe if the Spell were instead a comparable ability (or the same Spell) but it let you change your Type? (I don't think this is the way to go since then effectively the player has control of the chaos, whereas Type-changing triggered by Absorb Elements as the Spell seems more suitable.) Just as a thought!

Should Dragon's Breath perhaps only be castable as a Self Spell for the Race? Getting the full choice of Type again seems odd, but I guess it can be a way to get a regularly usable "second Cantrip" for a short period of time at the cost of Concentration.

The "of the appropriate level" is maybe not great phrasing instead of just saying you Know the Spell and can use your Spell Slots to Cast the Spells; it's ambiguous whether it might not allow Upcasting.



Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).


(I dislike this, but I know it's the new trend.)



Protean Body. When you select this race and every time you finish a short or long rest, roll a d12. You gain an adaptation determined by the number rolled on that die, as shown below, replacing any adaptation previously gained from this trait.




d12

Adaptation


1

Aerosol. You can try to hide while lightly obscured by airborne elements like dust, ice, smoke or steam.


2

Amphibious. You can breathe air and water, and your swimming speed equals your walking speed.


3

Defense. Erratic Resistance allows two types at once. Roll the d6 again, ignoring redundant results.


4

Earth Walk. You can walk through difficult terrain without expending extra movement.


5

Fleet Footed. Your walking speed increases by 10 feet.


6

Flight. You gain a flying speed equal to your walking speed, unusable with medium or heavy armor.


7

Icy Coat. You have advantage on rolls to avoid or end the grappled condition on yourself.


8

Mud Trap. You have advantage on rolls to impose or maintain the grappled condition on a creature.


9

Offense. Omnimental Spells allows two cantrips at once. Roll the d6 again, ignoring redundant results.


10

Power Touch. Your unarmed strikes deal an extra 1d4 acid, cold, fire, lightning or thunder damage.


11

Unending Breath. You can hold your breath indefinitely while you are not incapacitated.


12

Choose one of the above.



I love the idea behind this. It's got massive variability in how specific and how useful it is, but that might even be spun as a perk. Hiding behind flour you throw into the air might be an odd case to have to adjudicate for Aerosol, but that's otherwise a cool ability. Power Touch should specify if it's the Player's choice -- though I would like it if it matched the current Type association. Overall the only major uncertainty here is the mismatch that's likely to pop up from the Type also not fitting with what's rolled for this Trait.

Millstone85
2022-09-01, 09:29 PM
I will start by addressing the balance concern that was expressed in the recruitment thread for a PbP I want to join.


I think it is... It seems a bit too powerful, but it's fine.My baseline is the genasi from Monsters of the Multiverse. The four subraces more or less follow this model:

darkvision.
one damage resistance.
one cantrip.
one 1st-level spell, available once the character reaches level 3.
one 2nd-level spell, available once the character reaches level 5.
one more racial trait, like the water genasi being a fast swimmer who can also breathe underwater.

And while my chaos genasi randomly changes after each rest, it always follows that same model. Alright, sometimes the last racial trait is an extra resistance or an extra cantrip, but I think that trade-off makes sense.

Now, it is true that the genasi got a major buff in MotM. Previously, in Explorer's Guide to Wildemount, they got at most two racial spells and could not use spell slots on them. Also, only fire genasi had darkvision.


I like the blurb and it helps give an idea of what to expect! (Knowing the Feywild is a possible association was particularly useful!) That's particularly true since it gives good context to mean my more "chaos" multi-elemental genie is very much not the right model!I am glad you liked it! However, a recurring theme in the rest of your comment makes me think that I might in fact have poorly communicated the concept.


it's a bit strange to me that your Resistance and your Cantrip don't match type-wise
It seems surprising that the type doesn't match the type(s) that you have from previous tables
I would like it if it matched the current Type associationThe idea is that the character is a patchwork of elemental traits. The luck of the dice might occasionally make them pass for a regular genasi, for example they might look like a water genasi if they got acid resistance, acid splash and Amphibious, but otherwise of course they are a chaotic mismatch.


I'm curious about not choosing to be an Elemental or Fey from the introductory blurb, but I guess that fits 5e's Humanoid preference.
The "of the appropriate level" is maybe not great phrasing instead of just saying you Know the Spell and can use your Spell Slots to Cast the Spells; it's ambiguous whether it might not allow Upcasting.
(I dislike this, but I know it's the new trend.)Yes, this is all lifted directly from MotM.

In EGtW, the spellcasting ability was Constitution, which would actually be better for the martial character I am planning.


Poison being excluded stands out slightly (especially below), but that's really a worldbuilding decision more than anything else.Most elementals are immune to poison, but I think that's for the same reason most constructs and undead are as well. They just have very little biological stuff to poison. Genasi, on the other hand, are still mostly flesh and blood.


Should Dragon's Breath perhaps only be castable as a Self Spell for the Race?That would remove a huge part of the spell's appeal. It is especially fun to empower escort-mission NPCs and the like.


Hiding behind flour you throw into the air might be an odd case to have to adjudicate for Aerosol, but that's otherwise a cool ability.Well now, that sounds familiar. (https://youtu.be/3-ROimVqGe8)


Power Touch should specify if it's the Player's choiceOkay, that will be the first edit. Actually, I will also make it a once-per-rest choice.

PhantomSoul
2022-09-02, 12:19 PM
The idea is that the character is a patchwork of elemental traits. The luck of the dice might occasionally make them pass for a regular genasi, for example they might look like a water genasi if they got acid resistance, acid splash and Amphibious, but otherwise of course they are a chaotic mismatch.

I think it's that the Mephit comparison primed me for pairs of Types/elements if it weren't only going to be one Type/element at a time. But it's described as chaos not Elemental/Paraelemental/Quasielemental, so maybe it being a complete patchwork rather than a limited patchwork is actually more fitting, especially since the origin isn't strictly elemental (e.g. can be Fey) and since the Primordial Chaos is really up to you to decide anyhow for coherence!


That would remove a huge part of the spell's appeal. It is especially fun to empower escort-mission NPCs and the like.

I'm partly less sure that the Spell fits as written, but there's also a limited selection if using an existing Spell and wanting the Spell to come with a range of Type options. I'd be tempted to write in a new Ability directly or to create a new Spell. It being Concentration and a Spell and an Action to prep does hurt, plus means it won't scale as well (particularly with martials). That said, it doesn't obviously NOT fit, it just seems strange that you're "giving" the racial elementalness and that you're choosing the element (vs. something like Chaos Bolt, where it random, or vs. it being determined by one or two current affiliations). Then again, framing it as being so chaotically elemental that you're almost contagiously elemental would probably be enough to help bridge "giving" your elementalness I think!

Millstone85
2022-09-02, 02:51 PM
I have become curious of what the subrace would look like if I based it off EGtW instead of MotM, and if I also decided that poison did fit the elemental theme, so here goes. Do tell me if you like this one better or less.

CHAOS GENASI TRAITS ("old-5e-school" version)

Ability Score Increase. Your Constitution score increases by 2 and your Charisma score increases by 1.

Age. Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.

Alignment. Independent and self-reliant, genasi tend toward a neutral alignment. However, chaos genasi are often more mercurial, or on the contrary balance their shifting physique with a rule-bound lifestyle, becoming either chaotic neutral or lawful neutral.

Size. Genasi are as varied as their mortal parents but are generally built like humans. Your size is Medium. Here's how to determine your height and weight randomly, starting with rolling a size modifier:
Size modifier = 2d10
Height = 4 feet + 8 inches + your size modifier in inches
Weight in pounds = 110 + (2d4 x your size modifier)

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.

Erratic Resistance. When you select this race and every time you finish a short or long rest, roll a d6. You gain resistance to a type of damage determined by the number rolled on that die, as shown below, replacing any resistance previously gained from this trait.




d6

Damage Type


1

Acid


2

Cold


3

Fire


4

Lightning


5

Poison


6

Thunder



Omnimental Spells. When you select this race and every time you finish a short or long rest, roll a d6. You learn a cantrip determined by the number rolled on that die, as shown below, replacing any cantrip previously learned from this trait.




d6

Cantrip


1

acid splash


2

poison spray


3

produce flame


4

ray of frost


5

shocking grasp


6

thunderclap



When you reach 3rd level, you can cast chromatic orb as a 1st-level spell once with this trait, without requiring a material component, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Protean Body. When you select this race and every time you finish a short or long rest, roll a d12. You gain an adaptation determined by the number rolled on that die, as shown below, replacing any adaptation previously gained from this trait.




d12

Adaptation


1

Aerosol. You can try to hide while lightly obscured by airborne elements like dust, ice, smoke or steam.


2

Amphibious. You can breathe air and water, and your swimming speed equals your walking speed.


3

Defense. Erratic Resistance allows two types at once. Roll the d6 again, ignoring redundant results.


4

Earth Walk. You can walk through difficult terrain without expending extra movement.


5

Fiery Darkvision. 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. Everything you see in darkness is a shade of red.


6

Fleet Footed. Your walking speed increases by 10 feet.


7

Flight. You gain a flying speed equal to your walking speed, unusable with medium or heavy armor.


8

Icy Coat. You have advantage on rolls to avoid or end the grappled condition on yourself.


9

Mud Trap. You have advantage on rolls to impose or maintain the grappled condition on a creature.


10

Offense. Omnimental Spells allows two cantrips at once. Roll the d6 again, ignoring redundant results.


11

Power Touch. Your unarmed strikes deal an extra 1d4 acid, cold, fire, lightning, poison or thunder damage. You choose the type when you gain this adaptation.


12

Unending Breath. You can hold your breath indefinitely while you are not incapacitated.

PhantomSoul
2022-09-02, 10:57 PM
I have become curious of what the subrace would look like if I based it off EGtW instead of MotM

Cool! :)


if I also decided that poison did fit the elemental theme, so here goes.

Great! This is really a lore decision in my mind... but I'm biased because it fits the lore for my world!


CHAOS GENASI TRAITS ("old-5e-school" version)

Ability Score Increase. Your Constitution score increases by 2 and your Charisma score increases by 1.


This makes sense as a pair given the Spellcasting Ability -- and Charisma seems like the perfect complement.



Age. Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.

Alignment. Independent and self-reliant, genasi tend toward a neutral alignment. However, chaos genasi are often more mercurial, or on the contrary balance their shifting physique with a rule-bound lifestyle, becoming either chaotic neutral or lawful neutral.

Size. Genasi are as varied as their mortal parents but are generally built like humans. Your size is Medium. Here's how to determine your height and weight randomly, starting with rolling a size modifier:
Size modifier = 2d10
Height = 4 feet + 8 inches + your size modifier in inches
Weight in pounds = 110 + (2d4 x your size modifier)


Lawful is a surprise, but the explanation really makes it work. You've basically reminded me how lovely it is to have these in there! :)



Languages. You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.


Sensible to have Primordial in general rather than a specific one -- and depending on how you run Primordial languages/dialects, that could even be a perk!



Erratic Resistance. When you select this race and every time you finish a short or long rest, roll a d6. You gain resistance to a type of damage determined by the number rolled on that die, as shown below, replacing any resistance previously gained from this trait.




d6

Damage Type


1

Acid


2

Cold


3

Fire


4

Lightning


5

Poison


6

Thunder




(As before, great -- and I do like Poison here, having admitted my biases!)



Omnimental Spells. When you select this race and every time you finish a short or long rest, roll a d6. You learn a cantrip determined by the number rolled on that die, as shown below, replacing any cantrip previously learned from this trait.




d6

Cantrip


1

acid splash


2

poison spray


3

produce flame


4

ray of frost


5

shocking grasp


6

thunderclap




As before, a good set -- comparable across the board since they're all the same type (offensive), but some of them might push players to think just slightly differently based on their roll.



When you reach 3rd level, you can cast chromatic orb as a 1st-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.


Makes sense as a Spell, and I actually think the player having control of Chromatic Orb's type feels more fitting with the Lawful suggestion in the Alignment section. I hadn't expected that... it's a nice little perk!

I think no longer having a 2nd-level Spell gives a bit of extra room in the power budget if you want, but the Race also probably doesn't need more to be worth picking. The flavour is fun and I think it would be great to play given how the mechanics really make the flavour pull through. (Not false about the original version, though! The little extra detail did make some decisions feel more cohesive -- flavour text really is an underappreciated magic.)



Protean Body. When you select this race and every time you finish a short or long rest, roll a d12. You gain an adaptation determined by the number rolled on that die, as shown below, replacing any adaptation previously gained from this trait.


Just a side-bar that I still love this for the concept.



Defense. Erratic Resistance allows two types at once. Roll the d6 again, ignoring redundant results.

(I love that you included something that plays on the other Traits. It could easily have gone wrong, but I really like it here, especially for the concept.)


Fiery Darkvision. 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. Everything you see in darkness is a shade of red.

I like this a lot better here than for the Race as a whole. I'd potentially also give a roll outcome where you can make yourself glow as though ablaze as an Action to produce light (mechanically like the Light Spell were Cast on you like you were the Object), just to add another possibility for overcoming Darkness and driving in another potential flavour point that might also affect how the Race is played on that day.


Flight. You gain a flying speed equal to your walking speed, unusable with medium or heavy armor.

This is very powerful, but I think on the random chart it could be tons of fun. Almost all of the tables I'm in (and the one I DM) don't have flying Races as an option, but I'd honestly be on board with this being an option.


Icy Coat. You have advantage on rolls to avoid or end the grappled condition on yourself.

Veeeeery context-limited, but it's also effectively offsetting how much more powerful some of the possible outcomes are, so I don't think it's a bad inclusion. I might call out Ability Checks and Saving Throws specifically, but here that doesn't seem too necessary.


Mud Trap. You have advantage on rolls to impose or maintain the grappled condition on a creature.

I would call out Ability Checks, unless you want to allow things like Battlemaster Manoeuvres to potentially benefit. Given it's limited and random (plus you were thinking of that Race for martials!), maybe you even want to keep it this broad to encourage players to change up their playstyle when this outcome is rolled!


Offense. Omnimental Spells allows two cantrips at once. Roll the d6 again, ignoring redundant results.

(Again, I love that you included something that plays on the other Traits. It could easily have gone wrong, but I really like it here, especially for the concept.)

Millstone85
2022-09-03, 05:56 PM
Cool! :)And it is cool of you to give me all this feedback. :smallwink:


Great! This is really a lore decision in my mind... but I'm biased because it fits the lore for my world!My issue was that I didn't see any elemental or para-elemental plane as an obvious thematic fit for poison. Maybe toxic gases from the planes of mud/ooze, magma and ash/smoke? Anyway, if poison is good enough for chromatic orb and chromatic dragons, maybe I should change the opening post to include it as well. Yes, I will do that.


This makes sense as a pair given the Spellcasting Ability -- and Charisma seems like the perfect complement.Also, in EGtW, all genasi get +2 Con, air genasi +1 Dex, earth genasi +1 Str, fire genasi +1 Int, and water genasi +1 Wis. So I decided to use the one unused ability.


Lawful is a surprise, but the explanation really makes it work. You've basically reminded me how lovely it is to have these in there! :)Yeah, alignment advices were, at the very least, fun to read.


Sensible to have Primordial in general rather than a specific one -- and depending on how you run Primordial languages/dialects, that could even be a perk!That and it was already a general genasi trait in EGtW.


Makes sense as a Spell, and I actually think the player having control of Chromatic Orb's type feels more fitting with the Lawful suggestion in the Alignment section. I hadn't expected that... it's a nice little perk!For me, it was that I felt a 3rd-level feature should represent heightened control.


I love that you included something that plays on the other Traits. It could easily have gone wrong, but I really like it here, especially for the concept.I was worried too. Glad you think it works!


I like this a lot better here than for the Race as a whole.I also like how EGtW tried to make this particular darkvision feel more "thermal".


I'd potentially also give a roll outcome where you can make yourself glow as though ablaze as an Action to produce light (mechanically like the Light Spell were Cast on you like you were the Object), just to add another possibility for overcoming Darkness and driving in another potential flavour point that might also affect how the Race is played on that day.Gotta keep it within a d12, but the opening post does have a free space in that regard. I will think about it.


This is very powerful, but I think on the random chart it could be tons of fun. Almost all of the tables I'm in (and the one I DM) don't have flying Races as an option, but I'd honestly be on board with this being an option.I only know of two 5e races with that trait: aarakocra and fairy. And MotM brought aarakocra flight from 50 feet down to 30 feet (though it also gave them the standard 30 feet walking speed, when EGtW had them at 25 feet).

Regardless, I would totally understand if Psyche, who will DM the campaign, did not want my character to ever have a flying speed.


Veeeeery context-limited, but it's also effectively offsetting how much more powerful some of the possible outcomes are, so I don't think it's a bad inclusion. I might call out Ability Checks and Saving Throws specifically, but here that doesn't seem too necessary.
I would call out Ability Checks, unless you want to allow things like Battlemaster Manoeuvres to potentially benefit. Given it's limited and random (plus you were thinking of that Race for martials!), maybe you even want to keep it this broad to encourage players to change up their playstyle when this outcome is rolled!I think I will keep it general.

Psyche
2022-09-04, 09:15 AM
I personally don't mind the flying speed, so long as you aren't some kind of crazy archer. Echo knight actually works really well with this, and the chances of you getting fly are 1/12, so yeah, it's good. If you are some sort of crazy grappler fighter(I am using 5e rules for grappling), you CANNOT drop someone from midair, so please just don't even go there. Otherwise, I am glad for the dragon breath removal, and this is officially allowed!
P.S. I like flying speeds myself, and I really do not see how they could be harmful (for real).

Millstone85
2022-09-04, 09:51 AM
I personally don't mind the flying speed, so long as you aren't some kind of crazy archer. Echo knight actually works really well with this, and the chances of you getting fly are 1/12, so yeah, it's good. If you are some sort of crazy grappler fighter(I am using 5e rules for grappling), you CANNOT drop someone from midair, so please just don't even go there. Otherwise, I am glad for the dragon breath removal, and this is officially allowed!
P.S. I like flying speeds myself, and I really do not see how they could be harmful (for real).Going old school, then. Noted and thank you!

PhantomSoul
2022-09-04, 10:25 AM
I personally don't mind the flying speed, so long as you aren't some kind of crazy archer. Echo knight actually works really well with this, and the chances of you getting fly are 1/12, so yeah, it's good. If you are some sort of crazy grappler fighter(I am using 5e rules for grappling), you CANNOT drop someone from midair, so please just don't even go there. Otherwise, I am glad for the dragon breath removal, and this is officially allowed!
P.S. I like flying speeds myself, and I really do not see how they could be harmful (for real).

Sounds like fantastic news!

(And 1/12 flight makes it fun to me: you can't guarantee and build around it cross-days, but it'll push you to play differently when it happens to be available, so it mechanically reinforces the thematics)

Millstone85
2022-09-13, 03:53 PM
I reworked the opening post to make it prettier and to have it take into account both EGtW and MotM.

It should make it easier to reference my homebrew race in other threads. :smallsmile:

Psyche
2022-09-14, 08:20 AM
So, um, which one are you using? The original post or the second one?
The only difference I saw was that in the first post you forgot to remove darkvision no matter what.

Millstone85
2022-09-14, 12:18 PM
So, um, which one are you using? The original post or the second one?
The only difference I saw was that in the first post you forgot to remove darkvision no matter what.The opening post is now functionally identical to the other post, if you ignore the quotation boxes. And yes, we are ignoring these boxes for your campaign. So no permanent darkvision, no dragon's breath, etc.