Hey, I'm a new dm starting to write my 1st campaign, because of the setting I decided to create a new background but as I'm brainstorming for different features I'm not quite sure if certain backgrounds will make the character overpowered or not
So, the background makes everyone be proficient in survival, but then they can select a subtype, this subtype provides 2 more proficiences and a special feature, the features might be too strong so I'm looking for advice, so here are the ones I made:
You can dash twice in the same turn, but can't move in the following one after using this feature
Double resources when scavenging for food and resources
Playing your instrument adds your charisma modifier to any charisma related checks anyone does. Does not work on self, works on enemies. (saving throws too? Maybe a limit per short rest?)
When stabilizing someone he regains 1 hit point on a DC 15 and is put on a stable state on a DC 5, if he was already stable then he regains 1 + wis modifier hit points on a DC 10
You always roll for investigation if there's an opportunity nearby (15 feets maybe)
Maybe don't try to homebrew anything if you aren't very familiar with the game yet. Number 2 is just outlander background, number 5 doesn't require a feature to be able to do, and numbers 1, 3, and 4 are styled more like a class feature than a background and are unbalanced.
Background features tend to be more about roleplay than mechanics, like being able to find food, know your way through a city, have informants or contacts, or be able to have a place to sleep for free. That kind of thing.
Well I gotta start somewhere, I'm going through the lost mine of phandelver with my friends right now but started to get ideas for a campaign that I'll only run after we're done with lost mine. I have plenty of time in that aspect to tune stuff, I just got the hitch to start doing it now if you know what I mean.
I'm looking to make every background option distinct and something that will matter somewhat, as the campaign is a dungeon crawler, roleplaying with npcs will be very scarce though. Do you have any ideas on how to adjust 1,3 and 4?
Also for 5th I changed it a little to:
When you’re 10 feets away from an investigation point the DM rolls a d20. On a 10 or less nothing happens, otherwise your instinct kicks in, if the roll is 19 or 20 you instantly get the information, otherwise you have to roll for investigation.
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Hey, I'm a new dm starting to write my 1st campaign, because of the setting I decided to create a new background but as I'm brainstorming for different features I'm not quite sure if certain backgrounds will make the character overpowered or not
So, the background makes everyone be proficient in survival, but then they can select a subtype, this subtype provides 2 more proficiences and a special feature, the features might be too strong so I'm looking for advice, so here are the ones I made:
Maybe don't try to homebrew anything if you aren't very familiar with the game yet. Number 2 is just outlander background, number 5 doesn't require a feature to be able to do, and numbers 1, 3, and 4 are styled more like a class feature than a background and are unbalanced.
Background features tend to be more about roleplay than mechanics, like being able to find food, know your way through a city, have informants or contacts, or be able to have a place to sleep for free. That kind of thing.
Well I gotta start somewhere, I'm going through the lost mine of phandelver with my friends right now but started to get ideas for a campaign that I'll only run after we're done with lost mine. I have plenty of time in that aspect to tune stuff, I just got the hitch to start doing it now if you know what I mean.
I'm looking to make every background option distinct and something that will matter somewhat, as the campaign is a dungeon crawler, roleplaying with npcs will be very scarce though. Do you have any ideas on how to adjust 1,3 and 4?
Also for 5th I changed it a little to: