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Thread: Endermen Race

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    Default Endermen Race

    Ability Score Increase-Any one mental stat increases by 2. Endermen are masters of the mind, in various ways.

    Age-Endermen don't really age, per se. They just kinda... Exist. And then eventually, stop existing. Usually around the millennium mark.

    Size-Despite being really damn tall (up to three meters tall) your spindly gait and lack of meat makes you Medium. Just a tall Medium.

    Speed-Luckily, your spindly gait and long legs give you fast speed. You move at 35' per round.

    Darkvision-60', as per normal. Your home is an endless void of night, you kinda need it.

    Innate Casting-You know the Move cantrip. At level 3, you may cast Misty Step once per long rest, and at level 5, you may cast Slow or Haste once per long rest. Your casting stat is any one mental stat (typically the stat that you chose to increase).

    Spoiler: Move Cantrip
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    Conjuration Cantrip

    Casting Time 1 Action
    Range Self
    Components None
    Duration Instantaneous

    You immediately teleport 5' to a space you can see. At level 5, you may teleport up to 10', 15' at level 11, and 20' at level 17.

    Move requires great concentration, though-if you are in a strenuous situation, such as in an active grapple, you must make a Concentration save (as opposed by environmental factors, if appropriate, or your grappler's Athletics check, if in a grapple) to successfully cast Move.
    If you fail, your action is wasted.


    Languages-You know Common and Ender. Ender is a strange language, that is hard to hear for non-Endermen.

    Subraces

    Strongerman

    Ability Score Increase-Your Strength increases by 1.

    Blistering Blows-Once per short rest, you may add your proficiency bonus to all melee weapon damage rolls you make for one round. This costs no action.

    Teleport Strike-If you teleport as an action, you may make a single melee attack as a bonus action.

    Tougherman

    Ability Score Increase-Your Constitution increases by 1.

    Toughness-You gain on extra HP per level.

    Starmantle-Once per short rest, as an action, you may give yourself a mantle of stars. This lasts for one round, grants resistance to all damage, and whenever you are struck for damage, the attacker (if they are within line of sight) immediately takes 1d4+1 force damage. This increases to 2d4+2 at level 5, 3d4+3 at level 11, and 4d4+4 at level 17.

    Fasterman

    Ability Score Increase-Your Dexterity increases by 1.

    Lightning Reflexes-You have proficiency in Initiative checks.

    Fleet Of Foot-Dashing triples your move speed, rather than doubling it.




    So, I'm really uncertain on the balance of Move. Suggestions on how to make it more fair?
    Last edited by JNAProductions; 2017-08-02 at 11:52 AM.
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    NecromancerGuy

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    Default Re: Endermen Race

    No comment on the race as of yet, but with regards to Move:

    It should limit it to an "to an unoccupied space that you can see. "

    If the intent of the concentration conditional is to prevent abuse when escaping grapples and similiar, I would just add a condition that Movement impairing effects that set your speed to 0 prevent using the cantrip.

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    Default Re: Endermen Race

    Quote Originally Posted by clash View Post
    No comment on the race as of yet, but with regards to Move:

    It should limit it to an "to an unoccupied space that you can see. "

    If the intent of the concentration conditional is to prevent abuse when escaping grapples and similiar, I would just add a condition that Movement impairing effects that set your speed to 0 prevent using the cantrip.
    I don't mind allowing it to be used to escape a grapple-I just don't want it to be an AUTO-escape.

    And yeah, I'll add a line about LoS needed.
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    DrowGuy

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    Default Re: Endermen Race

    You know, I was just thinking about catnip teleportation, and this seems pretty balanced. I think Strongerman's probably better than Tougher or Faster because of that TP-Melee ability, but I could be wrong.
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    Default Re: Endermen Race

    Quote Originally Posted by JBPuffin View Post
    You know, I was just thinking about catnip teleportation, and this seems pretty balanced. I think Strongerman's probably better than Tougher or Faster because of that TP-Melee ability, but I could be wrong.
    Not really? It's a single melee attack, so for any competent melee character, you'll see serious dropping returns starting at level 5.

    It's a nice ability, but I'd honestly rate it lower than, say, extra HP.
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    Quote Originally Posted by JNAProductions View Post
    Not really? It's a single melee attack, so for any competent melee character, you'll see serious dropping returns starting at level 5.

    It's a nice ability, but I'd honestly rate it lower than, say, extra HP.
    Fair...what about Faster? Both of its abilities seem less synergistic/commonly applicable.
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    Default Re: Endermen Race

    Quote Originally Posted by JBPuffin View Post
    Fair...what about Faster? Both of its abilities seem less synergistic/commonly applicable.
    Any ideas on what to add to it?
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    Default Re: Endermen Race

    That's a great question...maybe proficiency with initiative? Would certainly cement them as fast. At that point, the hiding thing might be not be necessary - they go first, run headlong at you, and go to town, kind of like they do in the video games. And I mean, an Enderman Rogue with that setup...pardon the drool.
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    Default Re: Endermen Race

    Quote Originally Posted by JBPuffin View Post
    That's a great question...maybe proficiency with initiative? Would certainly cement them as fast. At that point, the hiding thing might be not be necessary - they go first, run headlong at you, and go to town, kind of like they do in the video games. And I mean, an Enderman Rogue with that setup...pardon the drool.
    I like that idea! Added it in place of the hiding thing.
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    Default Re: Endermen Race

    This is pretty solid. Missing Water Susceptibility but besides that it is good. Taken directly from the fire elemental

    Water Susceptibility: For every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

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    Default Re: Endermen Race

    Quote Originally Posted by Mangles View Post
    This is pretty solid. Missing Water Susceptibility but besides that it is good. Taken directly from the fire elemental

    Water Susceptibility: For every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
    That was an unintentional oversight, but I think I'll keep it removed. In the same way I didn't keep the mindless, bestial nature of Gaunts when I made them, I don't want to close off too many options with these guys.
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    Default Re: Endermen Race

    Starmantle is cool, but feels a little wonky. An action to halve all damage you take for 1 round is okay, and force damage to a melee attacker is neat, but I can't help but think that almost any class will have a better use of their action than this in virtually any situation. It shines if you're surrounded, obviously, but that doesn't happen very often.

    Maybe... have it last until you take damage and allow it to deal its force damage at range? Maybe within a limited range? 90ft? 120?
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    Default Re: Endermen Race

    Quote Originally Posted by JNAProductions View Post
    Not really? It's a single melee attack, so for any competent melee character, you'll see serious dropping returns starting at level 5.

    It's a nice ability, but I'd honestly rate it lower than, say, extra HP.
    ...Sneak Attack is a single attack. Rogue is, in fact, built with the assumption of making a single attack each round.

    Also, the subraces don't specify what they trade away, or what they keep.

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    Default Re: Endermen Race

    Quote Originally Posted by Morphic tide View Post
    ...Sneak Attack is a single attack. Rogue is, in fact, built with the assumption of making a single attack each round.

    Also, the subraces don't specify what they trade away, or what they keep.
    Trade away? Each subrace has two features and an ability score increase demarcated by the title of the next subrace.

    You also caught why I thought that ability was so nifty; Rogues do lose Cunning Action if they want to teleport+attack, but in exchange they get a movement variant without losing their attack...if they're Stronger Endermen, that is. I'd pick Faster for a rogue simply because 3x Dash Speed is sooo much speed in conjunction with 35' and teleport. You can practically go anywhere with that.

    Hey JNA, would you mind if I put that cantrip on a few spell lists? It's a perfect fit for some of the classes I've made.
    Last edited by JBPuffin; 2017-08-04 at 03:21 PM.
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    Default Re: Endermen Race

    Quote Originally Posted by JBPuffin View Post
    Trade away? Each subrace has two features and an ability score increase demarcated by the title of the next subrace.

    You also caught why I thought that ability was so nifty; Rogues do lose Cunning Action if they want to teleport+attack, but in exchange they get a movement variant without losing their attack...if they're Stronger Endermen, that is. I'd pick Faster for a rogue simply because 3x Dash Speed is sooo much speed in conjunction with 35' and teleport. You can practically go anywhere with that.

    Hey JNA, would you mind if I put that cantrip on a few spell lists? It's a perfect fit for some of the classes I've made.
    Go for it! Feel free to use my brew-that's what it's there for. :)

    Speaking of which, Imma redo this race, though I'm actually pretty happy with how I did it before.



    Endermen
    An endless void of starry skies is all that's in their eyes.

    Ability Score Increase
    Endermen are cunning and bright. Your Intelligence score increases by 2.

    Spoiler: Design Notes
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    With Tasha's, I feel a lot comfortable settling this in. So it's really just +2/+1 with the Subrace ASI, but it locks in flavor a little more.


    Age
    Endermen suffer no deficiencies from age, nor do they have a youth. They appear on moonless nights, fully formed, and eventually, they disappear. This is not tied to an Enderman's actual life-if they die, their body remains for exactly as long as it would've stayed if they were alive. As such, Endermen are immune to any age-related spells or afflictions.

    Spoiler: Design Notes
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    Just a bit of flavor, really.


    Size
    Endermen are tall-most are just shy of ten feet. However, owing to a thin frame, your size is still Medium.

    Spoiler: Design Notes
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    Not worth the hassle of making them large.


    Speed
    Endermen are fast. You have a walking speed of 35'.

    Spoiler: Design Notes
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    A nice little boost to speed.


    Innate Casting
    You know the Move Cantrip. At level three, you may cast Misty Step once, and regain the ability to do so after completing a long rest.

    Spoiler: Design Notes
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    Similar, but weaker than before. Didn't feel Haste/Slow was really that thematic.


    Languages
    You speak Common and Primordial.

    Spoiler: Design Notes
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    Existing languages barely get used. New languages are even less likely to see play.

    And yes, I removed Darkvision. Because The End (in Minecraft) is well-lit, actually.


    Strongerman

    Ability Score Increase
    Some Endermen are unnaturally strong. Your Strength score increases by 2.

    Spoiler: Design Notes
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    Decided a little less features, a little more stats.


    Teleport Strike
    On any turn you teleport, you may make a single melee attack as a bonus action.

    Spoiler: Design Notes
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    Minor buff here-now if you can teleport from a friend or something, you get an extra attack. Not a huge deal, but it's there!


    Fasterman

    Ability Score Increase
    Some Endermen are unnaturally fast and agile. Your Dexterity score increases by 2.

    Spoiler: Design Notes
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    As above, so below.


    Fleet Of Foot
    When you take the Dash action, you may increase your movement by an additional amount equal to your speed. You can gain this benefit only once per turn.

    Spoiler: Design Notes
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    Cleaned this up, mostly.


    Tougherman

    Ability Score Increase
    Some Endermen are unnaturally tough. Your Constitution score increases by 2.

    Spoiler: Design Notes
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    Third verse, same as the first.


    Supernatural Toughness
    You gain one additional HP every level.

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    No need to fix what ain't broke.
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