I have looked at the comments. Thank you again for your feedback. It helps a lot. I decided to stick with buffing the transformations ONLY. this way the thing that really makes the aasimar different shines and is hopefully used more without making it game breaking. tell me your thoughts of 2.0
Seems a bit overpowered to me, though others might have more insight. It might be better to stick with published material for a while: I remember some homebrew I thought was balanced a few years back that I cringe at now. You don’t want to risk the other players getting frustrated when one ends up with an accidentally overpowered ability.
I agree that i dont want this to be overpowered. This is meant to be taken on as a feat option so long as they are at least level 5. so a fighter could take it at level 6 and other classes at level 8. What edits would you like to see?
This is literally more powerful than any feat ever made for D&D or Pathfinder. It's basically five, maybe six, feats in one.
To bring this in line with the power offered by other feats:
Make it require 8th level, Aasimar.
Have the increased transformations just be once per short or long rest. Getting it up to 5 times per day without needing to rest in between is way too extreme.
Don't make the wings permanent OR if permanent, don't increase the speed.
Make it a bonus action.
- That's it. Anything more and you're in "way too OP" territory.
--
Try to remember Aasimar's already get alot for their racial features. They already get to add a lot of extra damage, flight or intimation or even more damage, healing, and two damage resistances. They're an already OP race.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
I'd say it looks significantly overpowered compared to other feats or ASI.
One way to consider it - if you were an Aasimar character is there anything else that is even remotely as appealing as this option? If not - it is OP. If you feel like you might take it for some characters but other characters would benefit more from a +2 stat then you are probably close to balanced.
Transformations are limited to once/long rest but they typically last the whole combat.
Look at what it offers -
1)First option
Free flight - all the time - this is an amazing ability for many classes - now available at level 6 or 8.
OR
Intimidation skill + fear effect every time you transform
OR
Add half your level rounded up in damage to every attack every time you to damage. A level 10 Aasimar warlock is suddenly doing +5 damage on every agonizing blast. A level 11 GWM fighter could be doing an extra +6 damage to every attack
2) Second option
Holy hands - attacks are magical - however, how does this interact with option 3 above? In addition, in most games it will be completely irrelevant by level 5 or so unless the DM is running a very low magic campaign.
OR
Bonus action transformation - this allows the Aasimar to attack or perform some other action on the turn they transform - useful since if the transformation does extra damage you don't lose it.
OR
Advantage on charisma checks from creatures focused on you - no idea what this even means and I don't see what use it would be. Transformation is unlikely to be used except in combat and charisma skill checks are pretty meaningless in combat. I'm not sure it does anything.
3) Third option
Permanent divine sense. Some pretty meaningless disadvantage to disguise your race but based on the text in Volo's ... Aasimar are pretty obvious anyway so it really does nothing. However, evil creatures (undead, fiend, etc) will never hide from you. Powerful.
OR
Bless + advantage on skill checks while transformed - also powerful.
OR
Absorb elements, shield and guiding bolt spell access.
-----------
Combining the three options - there is clearly discrepancies in relative capability of powers. These mostly focus on making the transformation more powerful in one way or another. The only saving grace there is that it is limited to 1/long rest. However, the combination of these abilities could make the transformation exceptionally overpowered.
The permanents option - fly speed + bonus action transform + always on divine sense 20' radius : superpoweful option giving abilities that are always available. Even just flying might be better than +2 stat but the combination for an Aasimar would be exceptional (compared to most other options).
Combat option - Add level/2 rounded up damage to all damage when transformed. For a level 11 fighter this could be +20 damage/round if they have a bonus action attack, bonus action transformation so you don't lose out on attacking on the first turn, bless spell + advantage on physical checks ... No self respecting PAM+GWM fighter will turn down a free bless. This character becomes a combat powerhouse when transformed. Take radiant Aasimar and stack it with the damage ability so that every creature within 10' ends up taking level damage every round.
---
Overall, I'd have to say it isn't balanced since I'm not sure if there is anything better an Aasimar could take for an ASI.
Celestial Growth
https://www.dndbeyond.com/feats/553928-celestial-growth
(update 3/2/2021)
I have looked at the comments. Thank you again for your feedback. It helps a lot. I decided to stick with buffing the transformations ONLY. this way the thing that really makes the aasimar different shines and is hopefully used more without making it game breaking. tell me your thoughts of 2.0
https://www.dndbeyond.com/feats/555177-celestial-growth
Seems a bit overpowered to me, though others might have more insight. It might be better to stick with published material for a while: I remember some homebrew I thought was balanced a few years back that I cringe at now. You don’t want to risk the other players getting frustrated when one ends up with an accidentally overpowered ability.
Wizard (Gandalf) of the Tolkien Club
I agree that i dont want this to be overpowered. This is meant to be taken on as a feat option so long as they are at least level 5. so a fighter could take it at level 6 and other classes at level 8. What edits would you like to see?
This is literally more powerful than any feat ever made for D&D or Pathfinder. It's basically five, maybe six, feats in one.
To bring this in line with the power offered by other feats:
Make it require 8th level, Aasimar.
Have the increased transformations just be once per short or long rest. Getting it up to 5 times per day without needing to rest in between is way too extreme.
Don't make the wings permanent OR if permanent, don't increase the speed.
Make it a bonus action.
- That's it. Anything more and you're in "way too OP" territory.
--
Try to remember Aasimar's already get alot for their racial features. They already get to add a lot of extra damage, flight or intimation or even more damage, healing, and two damage resistances. They're an already OP race.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
it seems just a little overpowered but it's well balanced out.
I'd say it looks significantly overpowered compared to other feats or ASI.
One way to consider it - if you were an Aasimar character is there anything else that is even remotely as appealing as this option? If not - it is OP. If you feel like you might take it for some characters but other characters would benefit more from a +2 stat then you are probably close to balanced.
Transformations are limited to once/long rest but they typically last the whole combat.
Look at what it offers -
1)First option
Free flight - all the time - this is an amazing ability for many classes - now available at level 6 or 8.
OR
Intimidation skill + fear effect every time you transform
OR
Add half your level rounded up in damage to every attack every time you to damage. A level 10 Aasimar warlock is suddenly doing +5 damage on every agonizing blast. A level 11 GWM fighter could be doing an extra +6 damage to every attack
2) Second option
Holy hands - attacks are magical - however, how does this interact with option 3 above? In addition, in most games it will be completely irrelevant by level 5 or so unless the DM is running a very low magic campaign.
OR
Bonus action transformation - this allows the Aasimar to attack or perform some other action on the turn they transform - useful since if the transformation does extra damage you don't lose it.
OR
Advantage on charisma checks from creatures focused on you - no idea what this even means and I don't see what use it would be. Transformation is unlikely to be used except in combat and charisma skill checks are pretty meaningless in combat. I'm not sure it does anything.
3) Third option
Permanent divine sense. Some pretty meaningless disadvantage to disguise your race but based on the text in Volo's ... Aasimar are pretty obvious anyway so it really does nothing. However, evil creatures (undead, fiend, etc) will never hide from you. Powerful.
OR
Bless + advantage on skill checks while transformed - also powerful.
OR
Absorb elements, shield and guiding bolt spell access.
-----------
Combining the three options - there is clearly discrepancies in relative capability of powers. These mostly focus on making the transformation more powerful in one way or another. The only saving grace there is that it is limited to 1/long rest. However, the combination of these abilities could make the transformation exceptionally overpowered.
The permanents option - fly speed + bonus action transform + always on divine sense 20' radius : superpoweful option giving abilities that are always available. Even just flying might be better than +2 stat but the combination for an Aasimar would be exceptional (compared to most other options).
Combat option - Add level/2 rounded up damage to all damage when transformed. For a level 11 fighter this could be +20 damage/round if they have a bonus action attack, bonus action transformation so you don't lose out on attacking on the first turn, bless spell + advantage on physical checks ... No self respecting PAM+GWM fighter will turn down a free bless. This character becomes a combat powerhouse when transformed. Take radiant Aasimar and stack it with the damage ability so that every creature within 10' ends up taking level damage every round.
---
Overall, I'd have to say it isn't balanced since I'm not sure if there is anything better an Aasimar could take for an ASI.
Thank you for your feedback! It game me some ideas for version 2!
I have updated the Feat. tell me what you think.
https://www.dndbeyond.com/feats/555177-celestial-growth