Your arms are very long, reaching past your knees. The reach of all of your melee attacks increases by 5 feet.
Hard Hitting
You hit like a ton of bricks. Your Unarmed Strikes and Natural Weapons do an additional 1d4 damage of their usual type.
Ability Score Increase
Your Strength score increases by 3, your Constitution score increases by 1, and your Intelligence score suffers by -2. Your Maximum Strength score increases to 24, however your Maximum Dexterity, Intelligence and Charisma scores drop to 18.
Age
Ogrillon have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.
Size
Ogrillon are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Thick Hide
You’re hide is tough and leathery, you gain a +2 bonus to your Armor Class when you are not wearing armor. You’re also naturally insulated against cold climates, as described in chapter 5 of the Dungeon Master’s Guide.
Languages
You can speak, read, and write Common and Giant.
And this as a Racial Feat:
Your Strength score increases by 2, and your Maximum Strength Score increase to 26. Your Maximum Dexterity Score increases your 20. The additional damage die dealt by your Hard Hitting feature increases to 1d6.
(Side note, this is my first time trying to use a quote, so this might fail spectacularly.)
This is really cool and well designed, but being totally honest, seems super overpowered. Especially for a barbarian. I'll just list the features that I think are powerful
1. Long Limbed. Powerful trait, but other races have it
2. Hard Hitting. Good, put not that OP.
3. The ability score increases. I actually think this is really cool. The lowering and increasing of the maximums is a cool way to nerf and buff certain scores. Still, a barbarian starting with an 18 in strength and a 16 in con seems quite powerful.(But not completely broken.) (The 18 dex actually hurts them a bit, since they want unarmored defense. )(I like parenthesis.)
4. Thick Hide. This makes a barbarian scary. The natural +2 to ac makes a barbarian get a terrifying amount of armor quickly. I feel like this could be nerfed by changing to an armor calculation, similar to the lizardfolk. This would prevent from stacking with unarmored defense.
The racial feat seems broken, only because it is strictly better than asi'ing your strength stat. Every Ogrillon will always take this feat at fourth level, if they care about strength.
I like the feeling of the race, it just isn't perfectly balanced yet. Just my opinion. If you use the race for monks, it seems good but fair, but with barbarian it just seems too good. The combination of extra reach, armor, and strength as well as max strength increased just seems like too much goodies for a barb player.
I'd like some sort of Fey consistent with Celtic folklore. Either Small or Tiny size. Small enough to ride a Corgi into battle as a mighty steed. Since the folklore explanation for the Pembroke Corgi's black splotching on its back is to call it a Faerie Saddle, as Faeries would ride them when they needed to cover great distances.
I really want to play a Faerie Knight and his trusty War Corgi mount!
Traditionally Celtic Fae were human sized, they only got tiny after the rise of Christianity.
Your arms are very long, reaching past your knees. The reach of all of your melee attacks increases by 5 feet.
Hard Hitting
You hit like a ton of bricks. Your Unarmed Strikes and Natural Weapons do an additional 1d4 damage of their usual type.
Ability Score Increase
Your Strength score increases by 3, your Constitution score increases by 1, and your Intelligence score suffers by -2. Your Maximum Strength score increases to 24, however your Maximum Dexterity, Intelligence and Charisma scores drop to 18.
Age
Ogrillon have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.
Size
Ogrillon are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Thick Hide
You’re hide is tough and leathery, you gain a +2 bonus to your Armor Class when you are not wearing armor. You’re also naturally insulated against cold climates, as described in chapter 5 of the Dungeon Master’s Guide.
Languages
You can speak, read, and write Common and Giant.
And this as a Racial Feat:
Your Strength score increases by 2, and your Maximum Strength Score increase to 26. Your Maximum Dexterity Score increases your 20. The additional damage die dealt by your Hard Hitting feature increases to 1d6.
(Side note, this is my first time trying to use a quote, so this might fail spectacularly.)
This is really cool and well designed, but being totally honest, seems super overpowered. Especially for a barbarian. I'll just list the features that I think are powerful
1. Long Limbed. Powerful trait, but other races have it
2. Hard Hitting. Good, put not that OP.
3. The ability score increases. I actually think this is really cool. The lowering and increasing of the maximums is a cool way to nerf and buff certain scores. Still, a barbarian starting with an 18 in strength and a 16 in con seems quite powerful.(But not completely broken.) (The 18 dex actually hurts them a bit, since they want unarmored defense. )(I like parenthesis.)
4. Thick Hide. This makes a barbarian scary. The natural +2 to ac makes a barbarian get a terrifying amount of armor quickly. I feel like this could be nerfed by changing to an armor calculation, similar to the lizardfolk. This would prevent from stacking with unarmored defense.
The racial feat seems broken, only because it is strictly better than asi'ing your strength stat. Every Ogrillon will always take this feat at fourth level, if they care about strength.
I like the feeling of the race, it just isn't perfectly balanced yet. Just my opinion. If you use the race for monks, it seems good but fair, but with barbarian it just seems too good. The combination of extra reach, armor, and strength as well as max strength increased just seems like too much goodies for a barb player.
(The quote worked. Yay.)
Thank you.
Understood. That Racial Feat is intended to have a prerequisite of 10th level. Also, I specifically used the +2 Unarmored AC instead of the calculation to offset the reduced Dex. With racial features like that I imagine there’s a fair chance that Dex might be a bit of a dump.
Your arms are very long, reaching past your knees. The reach of all of your melee attacks increases by 5 feet.
Hard Hitting
You hit like a ton of bricks. Your Unarmed Strikes and Natural Weapons do an additional 1d4 damage of their usual type.
Ability Score Increase
Your Strength score increases by 3, your Constitution score increases by 1, and your Intelligence score suffers by -2. Your Maximum Strength score increases to 24, however your Maximum Dexterity, Intelligence and Charisma scores drop to 18.
Age
Ogrillon have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.
Size
Ogrillon are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Thick Hide
You’re hide is tough and leathery, you gain a +2 bonus to your Armor Class when you are not wearing armor. You’re also naturally insulated against cold climates, as described in chapter 5 of the Dungeon Master’s Guide.
Languages
You can speak, read, and write Common and Giant.
And this as a Racial Feat:
Your Strength score increases by 2, and your Maximum Strength Score increase to 26. Your Maximum Dexterity Score increases your 20. The additional damage die dealt by your Hard Hitting feature increases to 1d6.
(Side note, this is my first time trying to use a quote, so this might fail spectacularly.)
This is really cool and well designed, but being totally honest, seems super overpowered. Especially for a barbarian. I'll just list the features that I think are powerful
1. Long Limbed. Powerful trait, but other races have it
2. Hard Hitting. Good, put not that OP.
3. The ability score increases. I actually think this is really cool. The lowering and increasing of the maximums is a cool way to nerf and buff certain scores. Still, a barbarian starting with an 18 in strength and a 16 in con seems quite powerful.(But not completely broken.) (The 18 dex actually hurts them a bit, since they want unarmored defense. )(I like parenthesis.)
4. Thick Hide. This makes a barbarian scary. The natural +2 to ac makes a barbarian get a terrifying amount of armor quickly. I feel like this could be nerfed by changing to an armor calculation, similar to the lizardfolk. This would prevent from stacking with unarmored defense.
The racial feat seems broken, only because it is strictly better than asi'ing your strength stat. Every Ogrillon will always take this feat at fourth level, if they care about strength.
I like the feeling of the race, it just isn't perfectly balanced yet. Just my opinion. If you use the race for monks, it seems good but fair, but with barbarian it just seems too good. The combination of extra reach, armor, and strength as well as max strength increased just seems like too much goodies for a barb player.
(The quote worked. Yay.)
Thank you.
Understood. That Racial Feat is intended to have a prerequisite of 10th level. Also, I specifically used the +2 Unarmored AC instead of the calculation to offset the reduced Dex. With racial features like that I imagine there’s a fair chance that Dex might be a bit of a dump.
With a prerequisite of 10th level, the racial feat is a lot more balanced. Also, doing an AC calculation with be kinda weird with this race. Maybe lower it to just +1 AC, like a warforged? I might try out this race in a one-shot (hopefully when things reopen a bit), or just theorycraft a character and test it out. I'll report back my findings. Regardless of its power level, this race feels like your playing a half ogre, and that matters a lot.
Rollback Post to RevisionRollBack
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
Your arms are very long, reaching past your knees. The reach of all of your melee attacks increases by 5 feet.
Hard Hitting
You hit like a ton of bricks. Your Unarmed Strikes and Natural Weapons do an additional 1d4 damage of their usual type.
Ability Score Increase
Your Strength score increases by 3, your Constitution score increases by 1, and your Intelligence score suffers by -2. Your Maximum Strength score increases to 24, however your Maximum Dexterity, Intelligence and Charisma scores drop to 18.
Age
Ogrillon have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.
Size
Ogrillon are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Thick Hide
You’re hide is tough and leathery, you gain a +2 bonus to your Armor Class when you are not wearing armor. You’re also naturally insulated against cold climates, as described in chapter 5 of the Dungeon Master’s Guide.
Languages
You can speak, read, and write Common and Giant.
And this as a Racial Feat:
Your Strength score increases by 2, and your Maximum Strength Score increase to 26. Your Maximum Dexterity Score increases your 20. The additional damage die dealt by your Hard Hitting feature increases to 1d6.
(Side note, this is my first time trying to use a quote, so this might fail spectacularly.)
This is really cool and well designed, but being totally honest, seems super overpowered. Especially for a barbarian. I'll just list the features that I think are powerful
1. Long Limbed. Powerful trait, but other races have it
2. Hard Hitting. Good, put not that OP.
3. The ability score increases. I actually think this is really cool. The lowering and increasing of the maximums is a cool way to nerf and buff certain scores. Still, a barbarian starting with an 18 in strength and a 16 in con seems quite powerful.(But not completely broken.) (The 18 dex actually hurts them a bit, since they want unarmored defense. )(I like parenthesis.)
4. Thick Hide. This makes a barbarian scary. The natural +2 to ac makes a barbarian get a terrifying amount of armor quickly. I feel like this could be nerfed by changing to an armor calculation, similar to the lizardfolk. This would prevent from stacking with unarmored defense.
The racial feat seems broken, only because it is strictly better than asi'ing your strength stat. Every Ogrillon will always take this feat at fourth level, if they care about strength.
I like the feeling of the race, it just isn't perfectly balanced yet. Just my opinion. If you use the race for monks, it seems good but fair, but with barbarian it just seems too good. The combination of extra reach, armor, and strength as well as max strength increased just seems like too much goodies for a barb player.
(The quote worked. Yay.)
Thank you.
Understood. That Racial Feat is intended to have a prerequisite of 10th level. Also, I specifically used the +2 Unarmored AC instead of the calculation to offset the reduced Dex. With racial features like that I imagine there’s a fair chance that Dex might be a bit of a dump.
With a prerequisite of 10th level, the racial feat is a lot more balanced. Also, doing an AC calculation with be kinda weird with this race. Maybe lower it to just +1 AC, like a warforged? I might try out this race in a one-shot (hopefully when things reopen a bit), or just theorycraft a character and test it out. I'll report back my findings. Regardless of its power level, this race feels like your playing a half ogre, and that matters a lot.
Thanks. I modeled it from the 3.0 Ogrillon and cut all the numbers in half which is how I arrived at the +2UAC. Plus, with a -2 Max Dex, this +2UAC ends up as a tough equivalent to the Warforged +1 AC.
I did a one-shot a while back and made everyone the different colours of abishai. I wanted to try out different homebrews that were available on the internet so I figured a little Mad Max styled game of devil bikers would be a fun one to go for. Then I had to quickly +1 an imp in to the mix.
So everyone was given a +2 to the CON and a +1 depending on what colour they were. Resistances and immunities were thrown out of the mix just so everyone didn't have half damage vs EVERYTHING.
We have the minotaur already from the GGtR. Not as amazing as its UA variant but it's what we got.
Skeleton I could see happening. Raise dead spell gone wrong or a necromancer party member wants to bring back a bro from the dead. Just change the stat lines.
It's not just damage. It's also grappling and spell effects. Not to mention practicality of squeezing. Large creatures are 10 ft tall, my apartment has 8 ft tall celings.
If you want to play a large creature there should be the near constant issue of squeezing for vertical if not horizontal issues.
It should vary by setting. If you are in a location where a race of Large creatures is common, then culturally the architecture would be structured to better accommodate Large creatures. Other places you'd run into problems fitting.
I want my Ogrillon, they are only Half Ogres after all.
Oh that reminds me. Why the heck cant we get a large size character? I'd definitely play a Ogre.
I think the problem is that it borks the mechanics on a bunch of things.
For example, max # of melee opponents- easier for the PC to get ganked, & makes calculating how many PCs can gank a NPC.
There's the question of reach- there are a few monstrous playable characters that have it, but when they add in a reach weapon and or a feat, you end up with a character that can make melee attacks at what normally is a (short) ranged attack distance.
Introducing large PCs would also requires a reexamination of weapon damage (not to mention the cost of weap&armor,) hit die & AC adjustment- in short, we'd have to go back to the overly complicated system used in past editions. Remember the KISS rule: Keep It Simple Stupid. Making things complicated doesn't make them easier, but humans have a hard time remembering that.
Then of course there's the Enlarge/Reduce spell & similar effects; cast on the character bumps them up to huge size which multiplies all the mechanics problems.
Your arms are very long, reaching past your knees. The reach of all of your melee attacks increases by 5 feet.
Hard Hitting
You hit like a ton of bricks. Your Unarmed Strikes and Natural Weapons do an additional 1d4 damage of their usual type.
Ability Score Increase
Your Strength score increases by 3, your Constitution score increases by 1, and your Intelligence score suffers by -2. Your Maximum Strength score increases to 24, however your Maximum Dexterity, Intelligence and Charisma scores drop to 18.
Age
Ogrillon have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.
Size
Ogrillon are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Thick Hide
You’re hide is tough and leathery, you gain a +2 bonus to your Armor Class when you are not wearing armor. You’re also naturally insulated against cold climates, as described in chapter 5 of the Dungeon Master’s Guide.
Languages
You can speak, read, and write Common and Giant.
And this as a Racial Feat:
Your Strength score increases by 2, and your Maximum Strength Score increase to 26. Your Maximum Dexterity Score increases your 20. The additional damage die dealt by your Hard Hitting feature increases to 1d6.
(Side note, this is my first time trying to use a quote, so this might fail spectacularly.)
This is really cool and well designed, but being totally honest, seems super overpowered. Especially for a barbarian. I'll just list the features that I think are powerful
1. Long Limbed. Powerful trait, but other races have it
2. Hard Hitting. Good, put not that OP.
3. The ability score increases. I actually think this is really cool. The lowering and increasing of the maximums is a cool way to nerf and buff certain scores. Still, a barbarian starting with an 18 in strength and a 16 in con seems quite powerful.(But not completely broken.) (The 18 dex actually hurts them a bit, since they want unarmored defense. )(I like parenthesis.)
4. Thick Hide. This makes a barbarian scary. The natural +2 to ac makes a barbarian get a terrifying amount of armor quickly. I feel like this could be nerfed by changing to an armor calculation, similar to the lizardfolk. This would prevent from stacking with unarmored defense.
The racial feat seems broken, only because it is strictly better than asi'ing your strength stat. Every Ogrillon will always take this feat at fourth level, if they care about strength.
I like the feeling of the race, it just isn't perfectly balanced yet. Just my opinion. If you use the race for monks, it seems good but fair, but with barbarian it just seems too good. The combination of extra reach, armor, and strength as well as max strength increased just seems like too much goodies for a barb player.
(The quote worked. Yay.)
Thank you.
Understood. That Racial Feat is intended to have a prerequisite of 10th level. Also, I specifically used the +2 Unarmored AC instead of the calculation to offset the reduced Dex. With racial features like that I imagine there’s a fair chance that Dex might be a bit of a dump.
With a prerequisite of 10th level, the racial feat is a lot more balanced. Also, doing an AC calculation with be kinda weird with this race. Maybe lower it to just +1 AC, like a warforged? I might try out this race in a one-shot (hopefully when things reopen a bit), or just theorycraft a character and test it out. I'll report back my findings. Regardless of its power level, this race feels like your playing a half ogre, and that matters a lot.
Thanks. I modeled it from the 3.0 Ogrillon and cut all the numbers in half which is how I arrived at the +2UAC. Plus, with a -2 Max Dex, this +2UAC ends up as a tough equivalent to the Warforged +1 AC.
Just a note, I don't know if you knew this, but Bugbears's long limbed trait only applies on their turn. It doesn't work on opportunity attacks, and reaction attacks.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
Uhhhhh....Kleptomaniac Invertebrates Sometimes Steal?
In seriousness, I'm generally a fan of introducing new mechanics and systems, but I can see how this one can get borked preeeeetty easily. In this instance it probably is better to represent it with the Powerful Build feature and flavor text.
Though with that said, I would not shoot down an attempt to try something different either...
It's not just damage. It's also grappling and spell effects. Not to mention practicality of squeezing. Large creatures are 10 ft tall, my apartment has 8 ft tall celings.
If you want to play a large creature there should be the near constant issue of squeezing for vertical if not horizontal issues.
It should vary by setting. If you are in a location where a race of Large creatures is common, then culturally the architecture would be structured to better accommodate Large creatures. Other places you'd run into problems fitting.
I want my Ogrillon, they are only Half Ogres after all.
Oh that reminds me. Why the heck cant we get a large size character? I'd definitely play a Ogre.
I think the problem is that it borks the mechanics on a bunch of things.
For example, max # of melee opponents- easier for the PC to get ganked, & makes calculating how many PCs can gank a NPC.
There's the question of reach- there are a few monstrous playable characters that have it, but when they add in a reach weapon and or a feat, you end up with a character that can make melee attacks at what normally is a (short) ranged attack distance.
Introducing large PCs would also requires a reexamination of weapon damage (not to mention the cost of weap&armor,) hit die & AC adjustment- in short, we'd have to go back to the overly complicated system used in past editions. Remember the KISS rule: Keep It Simple Stupid. Making things complicated doesn't make them easier, but humans have a hard time remembering that.
Then of course there's the Enlarge/Reduce spell & similar effects; cast on the character bumps them up to huge size which multiplies all the mechanics problems.
Huh so with the Enlarge/Reduce spell, it still works if the creature is still a size large?
Just a note, I don't know if you knew this, but Bugbears's long limbed trait only applies on their turn. It doesn't work on opportunity attacks, and reaction attacks.
Tayn of Darkwood. Lvl 10 human Life Cleric of Lathander. Retired.
Ikram Sahir ibn Malik al-Sayyid Ra'ad, Second Son of the House of Ra'ad, Defender of the Burning Sands. Lvl 9 Brass Dragonborn Sorcerer + Greater Fire Elemental Devil.
Viktor Gavriil. Lvl 20 White Dragonborn Grave Cleric, of Kurgan the God of Death.
It's not just damage. It's also grappling and spell effects. Not to mention practicality of squeezing. Large creatures are 10 ft tall, my apartment has 8 ft tall celings.
If you want to play a large creature there should be the near constant issue of squeezing for vertical if not horizontal issues.
It should vary by setting. If you are in a location where a race of Large creatures is common, then culturally the architecture would be structured to better accommodate Large creatures. Other places you'd run into problems fitting.
I want my Ogrillon, they are only Half Ogres after all.
Oh that reminds me. Why the heck cant we get a large size character? I'd definitely play a Ogre.
I think the problem is that it borks the mechanics on a bunch of things.
For example, max # of melee opponents- easier for the PC to get ganked, & makes calculating how many PCs can gank a NPC.
There's the question of reach- there are a few monstrous playable characters that have it, but when they add in a reach weapon and or a feat, you end up with a character that can make melee attacks at what normally is a (short) ranged attack distance.
Introducing large PCs would also requires a reexamination of weapon damage (not to mention the cost of weap&armor,) hit die & AC adjustment- in short, we'd have to go back to the overly complicated system used in past editions. Remember the KISS rule: Keep It Simple Stupid. Making things complicated doesn't make them easier, but humans have a hard time remembering that.
Then of course there's the Enlarge/Reduce spell & similar effects; cast on the character bumps them up to huge size which multiplies all the mechanics problems.
Huh so with the Enlarge/Reduce spell, it still works if the creature is still a size large?
Yes. Enlarge/Reduce works on any creature or object of any size, unless you try to enlarge a gargantuan creature or reduce a tiny creature. You could enlarge an Ogre to Huge.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
It's not just damage. It's also grappling and spell effects. Not to mention practicality of squeezing. Large creatures are 10 ft tall, my apartment has 8 ft tall celings.
If you want to play a large creature there should be the near constant issue of squeezing for vertical if not horizontal issues.
It should vary by setting. If you are in a location where a race of Large creatures is common, then culturally the architecture would be structured to better accommodate Large creatures. Other places you'd run into problems fitting.
I want my Ogrillon, they are only Half Ogres after all.
Oh that reminds me. Why the heck cant we get a large size character? I'd definitely play a Ogre.
I think the problem is that it borks the mechanics on a bunch of things.
For example, max # of melee opponents- easier for the PC to get ganked, & makes calculating how many PCs can gank a NPC.
There's the question of reach- there are a few monstrous playable characters that have it, but when they add in a reach weapon and or a feat, you end up with a character that can make melee attacks at what normally is a (short) ranged attack distance.
Introducing large PCs would also requires a reexamination of weapon damage (not to mention the cost of weap&armor,) hit die & AC adjustment- in short, we'd have to go back to the overly complicated system used in past editions. Remember the KISS rule: Keep It Simple Stupid. Making things complicated doesn't make them easier, but humans have a hard time remembering that.
Then of course there's the Enlarge/Reduce spell & similar effects; cast on the character bumps them up to huge size which multiplies all the mechanics problems.
Huh so with the Enlarge/Reduce spell, it still works if the creature is still a size large?
Yes. Enlarge/Reduce works on any creature or object of any size, unless you try to enlarge a gargantuan creature or reduce a tiny creature. You could enlarge an Ogre to Huge.
I think people keep getting Enlarge/Reduce confizzled because of the Rune Knight’s Giant Might:
Giant Might
3rd-level Rune Knight feature
You can imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:
If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change.
You have advantage on Strength checks and Strength saving throws.
Your weapon attacks deal an extra 1d6 damage.
You can use this feature twice, and you regain all expended uses of it when you finish a long rest.
That seems likely. It'd be weird playing a naturally large-race as a Rune Knight, and then using Giant Might. You wouldn't get larger, but your weapon attacks would deal more damage, and you'd have advantage on strength checks and saving throws.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
That seems likely. It'd be weird playing a naturally large-race as a Rune Knight, and then using Giant Might. You wouldn't get larger, but your weapon attacks would deal more damage, and you'd have advantage on strength checks and saving throws.
(Side note, this is my first time trying to use a quote, so this might fail spectacularly.)
This is really cool and well designed, but being totally honest, seems super overpowered. Especially for a barbarian. I'll just list the features that I think are powerful
1. Long Limbed. Powerful trait, but other races have it
2. Hard Hitting. Good, put not that OP.
3. The ability score increases. I actually think this is really cool. The lowering and increasing of the maximums is a cool way to nerf and buff certain scores. Still, a barbarian starting with an 18 in strength and a 16 in con seems quite powerful.(But not completely broken.) (The 18 dex actually hurts them a bit, since they want unarmored defense. )(I like parenthesis.)
4. Thick Hide. This makes a barbarian scary. The natural +2 to ac makes a barbarian get a terrifying amount of armor quickly. I feel like this could be nerfed by changing to an armor calculation, similar to the lizardfolk. This would prevent from stacking with unarmored defense.
The racial feat seems broken, only because it is strictly better than asi'ing your strength stat. Every Ogrillon will always take this feat at fourth level, if they care about strength.
I like the feeling of the race, it just isn't perfectly balanced yet. Just my opinion. If you use the race for monks, it seems good but fair, but with barbarian it just seems too good. The combination of extra reach, armor, and strength as well as max strength increased just seems like too much goodies for a barb player.
(The quote worked. Yay.)
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
Traditionally Celtic Fae were human sized, they only got tiny after the rise of Christianity.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Thank you.
Understood. That Racial Feat is intended to have a prerequisite of 10th level. Also, I specifically used the +2 Unarmored AC instead of the calculation to offset the reduced Dex. With racial features like that I imagine there’s a fair chance that Dex might be a bit of a dump.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
With a prerequisite of 10th level, the racial feat is a lot more balanced. Also, doing an AC calculation with be kinda weird with this race. Maybe lower it to just +1 AC, like a warforged? I might try out this race in a one-shot (hopefully when things reopen a bit), or just theorycraft a character and test it out. I'll report back my findings. Regardless of its power level, this race feels like your playing a half ogre, and that matters a lot.
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
Thanks. I modeled it from the 3.0 Ogrillon and cut all the numbers in half which is how I arrived at the +2UAC. Plus, with a -2 Max Dex, this +2UAC ends up as a tough equivalent to the Warforged +1 AC.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
I did a one-shot a while back and made everyone the different colours of abishai. I wanted to try out different homebrews that were available on the internet so I figured a little Mad Max styled game of devil bikers would be a fun one to go for. Then I had to quickly +1 an imp in to the mix.
So everyone was given a +2 to the CON and a +1 depending on what colour they were. Resistances and immunities were thrown out of the mix just so everyone didn't have half damage vs EVERYTHING.
What about a minotaur or skeleton?
Cult of Sedge
Rangers are the best, and have always been the best
I love Homebrew
I hate paladins
Warrior Bovine
We have the minotaur already from the GGtR. Not as amazing as its UA variant but it's what we got.
Skeleton I could see happening. Raise dead spell gone wrong or a necromancer party member wants to bring back a bro from the dead. Just change the stat lines.
I think the problem is that it borks the mechanics on a bunch of things.
For example, max # of melee opponents- easier for the PC to get ganked, & makes calculating how many PCs can gank a NPC.
There's the question of reach- there are a few monstrous playable characters that have it, but when they add in a reach weapon and or a feat, you end up with a character that can make melee attacks at what normally is a (short) ranged attack distance.
Introducing large PCs would also requires a reexamination of weapon damage (not to mention the cost of weap&armor,) hit die & AC adjustment- in short, we'd have to go back to the overly complicated system used in past editions. Remember the KISS rule: Keep It Simple Stupid. Making things complicated doesn't make them easier, but humans have a hard time remembering that.
Then of course there's the Enlarge/Reduce spell & similar effects; cast on the character bumps them up to huge size which multiplies all the mechanics problems.
Just a note, I don't know if you knew this, but Bugbears's long limbed trait only applies on their turn. It doesn't work on opportunity attacks, and reaction attacks.
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Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Uhhhhh....Kleptomaniac Invertebrates Sometimes Steal?
In seriousness, I'm generally a fan of introducing new mechanics and systems, but I can see how this one can get borked preeeeetty easily. In this instance it probably is better to represent it with the Powerful Build feature and flavor text.
Though with that said, I would not shoot down an attempt to try something different either...
Huh so with the Enlarge/Reduce spell, it still works if the creature is still a size large?
Good catch, thanks!
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Yes. Enlarge/Reduce works on any creature or object of any size, unless you try to enlarge a gargantuan creature or reduce a tiny creature. You could enlarge an Ogre to Huge.
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I think people keep getting Enlarge/Reduce confizzled because of the Rune Knight’s Giant Might:
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That seems likely. It'd be weird playing a naturally large-race as a Rune Knight, and then using Giant Might. You wouldn't get larger, but your weapon attacks would deal more damage, and you'd have advantage on strength checks and saving throws.
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That sounds like a fair trade off for sure.
I mean... make a fire giant NPC and watch your players kack themselves when that huge baddy gets even bigger!
EDIT: After reading the rule again and figuring out going even larger isn't possible, I'd tell make it happen because it would look great reasons.
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