Hey there folks of D&D Beyond. With my Nymph race approved, I would love to get some feedback to work on any technical issues that may come up with the race.
The nymph is a nature sprite of a kind, with each subrace representing a different birth: Dendryad for forests and trees, Naiads for ponds and lakes, and Alseides for fields, bushes, and flowers. Alseides is currently being playtested by a player in one of my RL campaigns, and the DDB version reflects changes made up to this point.
They all seem pretty interesting. I'd personally edit the Alseides in my campaign. Some of the conditions are just so debilitating that they can effectively end a fight instantly.
I'd demote paralyze to be stunned and just outright remove the Poppy. Instant KO's every short rest is just way too good
Paralyze grants instant criticals for melee characters, which can outright end a boss fight, especially if your party contains a rogue and a paladin. Instant critical on sneak attacks and smites means a failure can cause instant death.
They all seem pretty interesting. I'd personally edit the Alseides in my campaign. Some of the conditions are just so debilitating that they can effectively end a fight instantly.
I'd demote paralyze to be stunned and just outright remove the Poppy. Instant KO's every short rest is just way too good
Paralyze grants instant criticals for melee characters, which can outright end a boss fight, especially if your party contains a rogue and a paladin. Instant critical on sneak attacks and smites means a failure can cause instant death.
You're quite right, Paralyzed should be Stunned. I'll note that for the next submission. Poppy is intended to be a Sleep effect though, as Sleep marks an enemy as unconscious. What might be a better way to word things to get that across? I agree it's not working as is.
I thought about changing it to sleep also but in my opinion this still seems too good even though much more in line. For reference, compare it to the sleep spell. It essentially becomes casting this spell at an infinite level just with a save involved. The other option may be to rewrite it to essentially to cast the sleep spell, the level being cast at depending on your level. I just feel this would just make it so much more cumbersome than the rest.
Another issue I feel just 1 level of exhaustion is too little. I think maybe suffering 2 levels would be best.
I'm a big fan of this race/these subraces, I can see you've put a lot of work into them. Thematically it's great, and I think you've done a wonderful job with the descriptions. They also have some unique mechanics with lots of potential.
However, I think a few small tweaks might be necessary for the abilities.
Alseides Nymph - Pollinate
I think Pollinate is both your most interesting trait between all the race/subraces, but also the most in need of balancing.
First and foremost, I feel this needs to list some sort of duration for the conditions. As it stands it tells you they gain a condition when they fail the save, but not for how long. Being cured on a save is one thing, but if the DC is particularly high, some of those conditions are going to be nigh permanent if they have the wrong ability scores and, for some conditions, that's potentially enough to end a whole fight. I personally don't think the DC increase per few level is necessary.
Furthermore, some of these effects really are quite powerful. Consider the Blindness/Deafness spell, this is a level 2 spell that lets you try to blind (or deafen) one creature. Hogweed lets you cast this level 2 spell in a big area, from level 1 - and you get it back after a short rest, and it can't be counterspelled or affected by a creature's magic resistance.
I think most of the effects, barring the aforementioned unconscious and paralyzed, are fine if some time limitation is added, perhaps just one round? I would also look into the radius. I think the examples in the Dragonborn's ancestry are well tuned for some effects. Perhaps most pollen bursts could also be shot forward in a 15ft cone? A 15ft cone covers roughly 6-7 squares, whilst a 15ft radius covers 24. Some of the more powerful effects could be single target, within 20-30 ft.
I'll also throw out Barbarian's Intimidating Presence as another example of an established, area affect. This is a frightened effect that lasts for one turn only, and only if they fail the save, although it has a 30ft radius - but this is a level 10 feature.
If I were you, I would nerf everything quite a lot, and then tweak things back upward if things are underpowered. The only thing I might increase, as suggested is the exhaustion. One level is not going to affect most monsters as they make few ability checks in combat, which I imagine you'll be in if you blast pollen in somone's face.
The sleep one is tricky. I like that poppy causes that, but it's implementation is difficult to phrase well in the table of traits. Perhaps two levels of exhaustion might work there.
Alternatively, on either the Poppy or Chamomile choice, you could write Halves Movement Speed.
Just ideas!
Finally I might add in that both undead and constructs are immune, as I imagine they would be.
Dendryad Nymph - Tree Step
This is fitting for anything dryad related, given they have a version of this as I'm sure you know. I would take a few cues from their phrasing, notably specifying it has to be movement on your turn (rather than an ally moving you with a class feature or spell), as well as how much movement it costs, if any. My own conversion of the Dryad into a homebrew race has it cost 15ft for mechanical balance, but then I've given mine many other features to try and reflect a full Dryad as faithfully as possible without being too strong. 5 or 10 might be more appropriate here. With a fire vulnerability, a common damage type, you can afford to a bit generous with some other features.
Perhaps also have it so that the trees must at least be Medium in size? Nymphs are smaller than Dryads, and the monster version of Dryads need Large trees, so it makes sense in that respect. I think the 25ft of each other distance makes sense given that smaller trees are more likely to be closer together than Large ones, so you do not need a long range from a balance perspective. However, given this is only useful in certain terrain, and to certain spots where the trees actually are (as opposed to the versatile Misty Step) you may be able to stretch this to 30 or 35.
I would also expand on, or remove the Hidden aspect - as it stands it reads as if you're guaranteed to be stealthed. It's a guaranteed free escape. I think some sort of stealth check is in order, or alternatively, since this only uses movement, the player could then choose to take the standard Hide action. I feel like a free Hide from your movement may be too much for ranged Rogue class characters especially, who would potentially gain sneak attack, and still have their main action and bonus action (Cunning Action), if they appear with line of sight on their target.
I think the base race and Naiad seem relatively fine, although there is tiny typo on Naiad's Purify ("concentration,.") . If they need tweaking, they're definitely lower priority.
Either way, keep up the great work! I'm looking forward to seeing where this one goes.
> I originally wanted the radius effect, since the visual is like the spores coming off of their body, but I agree that it's too hard to balance and right now it's OP. It would either need to be 5 feet, which isn't going to help a squishy spellcaster like most Nymphs are going to be, or the cone, so I prefer the cone. And honestly, the cone is better for that anyway, I was just too stuck on the picture in my head, I think.
> I also agree on the duration. One round definitely seems more appropriate, as does noting Undead/Construct immunities.
> I've updated the things discussed and submitted an updated version. I knew Pollinate would be the biggest one to worry about for feedback, so I really appreciate you both putting your heads together on balancing it!
-----------
And on the Dendryad race, agreed on all counts, particularly the Hide note. I'm planning on bringing a Dendryad as a playtest for a one-shot set a couple weeks from now, so hopefully I'll be able to give it a good test. Submitted new version.
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Ah typos, the best part of homebrew. :P Fixed the typo on Naiad... I feel bad submitting it again for such a little thing, so hopefully the moderators won't be too annoyed with me.
-----------
I do have a question to ask someone more knowledgable about DDB: How do I do that quicklink for spells? I thought it was something like <spell*></spell*> but that didn't work, but I might have done something else wrong. I can't find a place where it lists them, but I know it exists since I recall seeing it a couple days ago.
I like the new changes, I think it's definitely looking more balanced.
An alternative, to keep the radius 'visual' of pollinate somewhat alive, would be to have the Nymph to select up to <x amount> targets within <y> feet. Or perhaps the closest <x amount> creatures within <y> feet. Personally I quite like the cone still, but then I suppose I originally started to visualize it as an directed burst.
A teeny, tiny thing for the Dendrayd - you phrase it as 'After you use this ability you may choose to use the Hide action.' I would suggest to make it '...choose to use the Hide action as free action.' - or 'for free', or something of the sort to add clarity, and ensure the user does not think that will consume their main action. That is if I've understood the slightly revised version correctly.
Womp womp, of course I was using the wrong kind of brackets! Thank you VillainTheory!
I was actually intending for it to be the full Hide action, as I agreed with your note of a free hide being too good, especially if a Rogue takes up the race. Hm, would this be a better way to word it?
After you use this ability, you may use your action to Hide. If you do, you are considered Hidden until you move, attack, or cast a spell.
...Mid-way through that sentence now I'm thinking a bonus action might be better. Hm. I might try both in playtest.
Edit: Additionally, I'm going to have my Alseides player try it as a 15ft cone, and then as a selecting x closest targets within 15 feet, with x being the Charisma modifier, and then if that feels like too much it will go to half CHA mod rounded up (minimum 1).
As a full action, this version of Hide is actually underpowered if I understand it correctly. Normally, when using your action to Hide, you can generally move around somewhat, perhaps cast a spell with no verbal component if you're behind cover, without being 'revealed'. But then, I generally find the Hide action open-ended, and differing between DMs and their interpretation. Anyway, my point is you could just Tree Step and use a regular 'Hide' action without the restrictions this version gives you. A more limited Hide would suit a bonus or free action.
You have a lot of options with it, depending on how powerful you want it to be. You could even say as a bonus action during Tree Step you may choose to become invisible when emerging until the beginning of your next turn, or you use an attack, spell or movement? This may reflect a certain 'hiding in plain sight' style of effect, if that is what you're aiming for, although I'm undecided as to how balanced I feel something like this might be. My inspiration from that coming from the firbolg race if you have access to it.
I do have access to the Firbolg! I will go and reread it, and play around with the Dendryad a little to see which option feels the most fitting. Thanks VillainTheory! I definitely appreciate it. :)
I think the Naiad should get resistance to cold damage instead of fire like the water genasi. Thinking of the genasi, it would make sense for the Naiad to be amphibious and gain a swimming speed or, taking from the subrace's text, something similar to the Liquid Movement demonic boon for Jubilex presented in October's Unearthed Arcana.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Thanks Astromancer! I haven't seen this UA before. I definitely like the Jubilex ability here as something that would bring forth the flavour for Naiad that I wanted. I definitely worried it was a little on the bland side compared to the Dendryad and Alseides. I feel like I want to lower the range a little bit, as it's a core feature instead of an optional boon. I feel like 10 feet would be useful in specific situations, and might not add too much to the Naiad's abilities. At the same time I worry it might become too situational then. Hm. Thoughts?
Edit: Additionally, I'm going to have my Alseides player try it as a 15ft cone, and then as a selecting x closest targets within 15 feet, with x being the Charisma modifier, and then if that feels like too much it will go to half CHA mod rounded up (minimum 1).
I'd make it use Constitution instead of Charisma, because Con makes much more sense for an innate, nonmagical ability.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Edit: Additionally, I'm going to have my Alseides player try it as a 15ft cone, and then as a selecting x closest targets within 15 feet, with x being the Charisma modifier, and then if that feels like too much it will go to half CHA mod rounded up (minimum 1).
I'd make it use Constitution instead of Charisma, because Con makes much more sense for an innate, nonmagical ability.
Thanks Matthias! To clarify, I had it as CHA since it is magic (specifically fey magic) that the Nymph is born of, so it's an innate magical (fey magic) ability! :)
That particular arcana might be harder to adapt since it's designed for NPCs/monsters, rather than player characters. However, it's definitely possible. Consider the Slithering Tracker's version of it too, although the range/uses are still infinite, it does have an interesting difference, and two other watery traits to find inspiration in. (Damage Transfer and Watery Stealth.)
One balancing mechanic could be to add another, negative trait. Water Elementals have a trait where they lose half their movement speed on their next turn, when hit by cold damage, to represent a part of them freezing/half-freezing.
Are you going to add a limit of uses? I can see moving through any 1-inch space making plenty of doors redundant, as well as other obstacles.
Personally I can see a lot of uses for 10ft of 1-inch movement, from door/window infiltration, to infiltrating through a prison's cell bars, or any drainage grates. You can escape from/enter anything with just a small piercing. I'd enjoy it myself as a player, but then I am probably more creative/exploration-oriented than your average adventurer. I like the weird features. (And by this, I suppose I like the water weird features too.)
I imagine you could easily escape grapples/restrained effects if you wanted, if your body could move in liquid form. The effect doesn't specify that, but an alternative, softer version could be to only do this. Or this could be an extra feature on the full Liquid Form effect. It could be done as advantage on saving throws to remove grapples and/or restrained effects, or a Limited Use break out.
Just more ideas to consider!
Additionally, as a water-themed creature, you could consider giving it some form of water breathing/held breath. It's not exciting, but it is appropriate. Held breath for an hour is less powerful than full water-breathing, if you wanted to limit it (and possibly more suitable for a lake creature than the sea perhaps, given its lack of depth - but I'm not an aquatic biologist, so don't hold me to that!)
That particular arcana might be harder to adapt since it's designed for NPCs/monsters, rather than player characters. However, it's definitely possible. Consider the Slithering Tracker's version of it too, although the range/uses are still infinite, it does have an interesting difference, and two other watery traits to find inspiration in. (Damage Transfer and Watery Stealth.)
One balancing mechanic could be to add another, negative trait. Water Elementals have a trait where they lose half their movement speed on their next turn, when hit by cold damage, to represent a part of them freezing/half-freezing.
Are you going to add a limit of uses? I can see moving through any 1-inch space making plenty of doors redundant, as well as other obstacles.
Personally I can see a lot of uses for 10ft of 1-inch movement, from door/window infiltration, to infiltrating through a prison's cell bars, or any drainage grates. You can escape from/enter anything with just a small piercing. I'd enjoy it myself as a player, but then I am probably more creative/exploration-oriented than your average adventurer. I like the weird features. (And by this, I suppose I like the water weird features too.)
I imagine you could easily escape grapples/restrained effects if you wanted, if your body could move in liquid form. The effect doesn't specify that, but an alternative, softer version could be to only do this. Or this could be an extra feature on the full Liquid Form effect. It could be done as advantage on saving throws to remove grapples and/or restrained effects, or a Limited Use break out.
Just more ideas to consider!
Additionally, as a water-themed creature, you could consider giving it some form of water breathing/held breath. It's not exciting, but it is appropriate. Held breath for an hour is less powerful than full water-breathing, if you wanted to limit it (and possibly more suitable for a lake creature than the sea perhaps, given its lack of depth - but I'm not an aquatic biologist, so don't hold me to that!)
Yes I was going to but a rest limit on it, if I decide to go with it, so it would be a similar feature to the Dendryad's tree step!
All great ideas! I actually really like the use you suggest with the advantage against restrain/grapple. That feels the most situational without being situational if you know what I mean. Definitely going to think on different combos of potential flaws/boons to make the Naiads more interesting before "diving" into a decision though. Ugh. I'll show myself out.
Ty for making these! I'll be using Alseides in a campaign and will drop future feedback about how it goes with our campaign. Just wanted to say thanks first~
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Hey there folks of D&D Beyond. With my Nymph race approved, I would love to get some feedback to work on any technical issues that may come up with the race.
The nymph is a nature sprite of a kind, with each subrace representing a different birth: Dendryad for forests and trees, Naiads for ponds and lakes, and Alseides for fields, bushes, and flowers. Alseides is currently being playtested by a player in one of my RL campaigns, and the DDB version reflects changes made up to this point.
The Nymph
Thank you!
I've heard some great things about this race around the water cooler, so I think I might play with it a little bit to help out.
For the future you might want to link this page - makes it easier to subscribe to the homebrew for playtesting.
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They all seem pretty interesting. I'd personally edit the Alseides in my campaign. Some of the conditions are just so debilitating that they can effectively end a fight instantly.
I'd demote paralyze to be stunned and just outright remove the Poppy. Instant KO's every short rest is just way too good
Paralyze grants instant criticals for melee characters, which can outright end a boss fight, especially if your party contains a rogue and a paladin. Instant critical on sneak attacks and smites means a failure can cause instant death.
I thought about changing it to sleep also but in my opinion this still seems too good even though much more in line. For reference, compare it to the sleep spell. It essentially becomes casting this spell at an infinite level just with a save involved. The other option may be to rewrite it to essentially to cast the sleep spell, the level being cast at depending on your level. I just feel this would just make it so much more cumbersome than the rest.
Another issue I feel just 1 level of exhaustion is too little. I think maybe suffering 2 levels would be best.
I'm a big fan of this race/these subraces, I can see you've put a lot of work into them. Thematically it's great, and I think you've done a wonderful job with the descriptions. They also have some unique mechanics with lots of potential.
However, I think a few small tweaks might be necessary for the abilities.
Alseides Nymph - Pollinate
I think Pollinate is both your most interesting trait between all the race/subraces, but also the most in need of balancing.
First and foremost, I feel this needs to list some sort of duration for the conditions. As it stands it tells you they gain a condition when they fail the save, but not for how long. Being cured on a save is one thing, but if the DC is particularly high, some of those conditions are going to be nigh permanent if they have the wrong ability scores and, for some conditions, that's potentially enough to end a whole fight. I personally don't think the DC increase per few level is necessary.
Furthermore, some of these effects really are quite powerful. Consider the Blindness/Deafness spell, this is a level 2 spell that lets you try to blind (or deafen) one creature. Hogweed lets you cast this level 2 spell in a big area, from level 1 - and you get it back after a short rest, and it can't be counterspelled or affected by a creature's magic resistance.
I think most of the effects, barring the aforementioned unconscious and paralyzed, are fine if some time limitation is added, perhaps just one round? I would also look into the radius. I think the examples in the Dragonborn's ancestry are well tuned for some effects. Perhaps most pollen bursts could also be shot forward in a 15ft cone? A 15ft cone covers roughly 6-7 squares, whilst a 15ft radius covers 24. Some of the more powerful effects could be single target, within 20-30 ft.
I'll also throw out Barbarian's Intimidating Presence as another example of an established, area affect. This is a frightened effect that lasts for one turn only, and only if they fail the save, although it has a 30ft radius - but this is a level 10 feature.
If I were you, I would nerf everything quite a lot, and then tweak things back upward if things are underpowered. The only thing I might increase, as suggested is the exhaustion. One level is not going to affect most monsters as they make few ability checks in combat, which I imagine you'll be in if you blast pollen in somone's face.
The sleep one is tricky. I like that poppy causes that, but it's implementation is difficult to phrase well in the table of traits. Perhaps two levels of exhaustion might work there.
'Exhaustion (2 levels)'
'Sleep (as per the Sleep spell's effect)'
Alternatively, on either the Poppy or Chamomile choice, you could write Halves Movement Speed.
Just ideas!
Finally I might add in that both undead and constructs are immune, as I imagine they would be.
Dendryad Nymph - Tree Step
This is fitting for anything dryad related, given they have a version of this as I'm sure you know. I would take a few cues from their phrasing, notably specifying it has to be movement on your turn (rather than an ally moving you with a class feature or spell), as well as how much movement it costs, if any. My own conversion of the Dryad into a homebrew race has it cost 15ft for mechanical balance, but then I've given mine many other features to try and reflect a full Dryad as faithfully as possible without being too strong. 5 or 10 might be more appropriate here. With a fire vulnerability, a common damage type, you can afford to a bit generous with some other features.
Perhaps also have it so that the trees must at least be Medium in size? Nymphs are smaller than Dryads, and the monster version of Dryads need Large trees, so it makes sense in that respect. I think the 25ft of each other distance makes sense given that smaller trees are more likely to be closer together than Large ones, so you do not need a long range from a balance perspective. However, given this is only useful in certain terrain, and to certain spots where the trees actually are (as opposed to the versatile Misty Step) you may be able to stretch this to 30 or 35.
I would also expand on, or remove the Hidden aspect - as it stands it reads as if you're guaranteed to be stealthed. It's a guaranteed free escape. I think some sort of stealth check is in order, or alternatively, since this only uses movement, the player could then choose to take the standard Hide action. I feel like a free Hide from your movement may be too much for ranged Rogue class characters especially, who would potentially gain sneak attack, and still have their main action and bonus action (Cunning Action), if they appear with line of sight on their target.
I think the base race and Naiad seem relatively fine, although there is tiny typo on Naiad's Purify ("concentration,.") . If they need tweaking, they're definitely lower priority.
Either way, keep up the great work! I'm looking forward to seeing where this one goes.
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Thank you both for the notes!
Definitely agree on all the Alseides notes.
> I originally wanted the radius effect, since the visual is like the spores coming off of their body, but I agree that it's too hard to balance and right now it's OP. It would either need to be 5 feet, which isn't going to help a squishy spellcaster like most Nymphs are going to be, or the cone, so I prefer the cone. And honestly, the cone is better for that anyway, I was just too stuck on the picture in my head, I think.
> I also agree on the duration. One round definitely seems more appropriate, as does noting Undead/Construct immunities.
> I've updated the things discussed and submitted an updated version. I knew Pollinate would be the biggest one to worry about for feedback, so I really appreciate you both putting your heads together on balancing it!
-----------
And on the Dendryad race, agreed on all counts, particularly the Hide note. I'm planning on bringing a Dendryad as a playtest for a one-shot set a couple weeks from now, so hopefully I'll be able to give it a good test. Submitted new version.
-----------
Ah typos, the best part of homebrew. :P Fixed the typo on Naiad... I feel bad submitting it again for such a little thing, so hopefully the moderators won't be too annoyed with me.
-----------
I do have a question to ask someone more knowledgable about DDB: How do I do that quicklink for spells? I thought it was something like <spell*></spell*> but that didn't work, but I might have done something else wrong. I can't find a place where it lists them, but I know it exists since I recall seeing it a couple days ago.
Very close!
...will result in...
Thorn whip
Check out this thread by Firehawk for full details - How To Add Tooltips.
I like the new changes, I think it's definitely looking more balanced.
An alternative, to keep the radius 'visual' of pollinate somewhat alive, would be to have the Nymph to select up to <x amount> targets within <y> feet. Or perhaps the closest <x amount> creatures within <y> feet. Personally I quite like the cone still, but then I suppose I originally started to visualize it as an directed burst.
A teeny, tiny thing for the Dendrayd - you phrase it as 'After you use this ability you may choose to use the Hide action.' I would suggest to make it '...choose to use the Hide action as free action.' - or 'for free', or something of the sort to add clarity, and ensure the user does not think that will consume their main action. That is if I've understood the slightly revised version correctly.
Looking good!
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Womp womp, of course I was using the wrong kind of brackets! Thank you VillainTheory!
I was actually intending for it to be the full Hide action, as I agreed with your note of a free hide being too good, especially if a Rogue takes up the race. Hm, would this be a better way to word it?
After you use this ability, you may use your action to Hide. If you do, you are considered Hidden until you move, attack, or cast a spell.
...Mid-way through that sentence now I'm thinking a bonus action might be better. Hm. I might try both in playtest.
Edit: Additionally, I'm going to have my Alseides player try it as a 15ft cone, and then as a selecting x closest targets within 15 feet, with x being the Charisma modifier, and then if that feels like too much it will go to half CHA mod rounded up (minimum 1).
Ahh, I'm with you.
As a full action, this version of Hide is actually underpowered if I understand it correctly. Normally, when using your action to Hide, you can generally move around somewhat, perhaps cast a spell with no verbal component if you're behind cover, without being 'revealed'. But then, I generally find the Hide action open-ended, and differing between DMs and their interpretation. Anyway, my point is you could just Tree Step and use a regular 'Hide' action without the restrictions this version gives you. A more limited Hide would suit a bonus or free action.
You have a lot of options with it, depending on how powerful you want it to be. You could even say as a bonus action during Tree Step you may choose to become invisible when emerging until the beginning of your next turn, or you use an attack, spell or movement? This may reflect a certain 'hiding in plain sight' style of effect, if that is what you're aiming for, although I'm undecided as to how balanced I feel something like this might be. My inspiration from that coming from the firbolg race if you have access to it.
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I do have access to the Firbolg! I will go and reread it, and play around with the Dendryad a little to see which option feels the most fitting. Thanks VillainTheory! I definitely appreciate it. :)
I think the Naiad should get resistance to cold damage instead of fire like the water genasi. Thinking of the genasi, it would make sense for the Naiad to be amphibious and gain a swimming speed or, taking from the subrace's text, something similar to the Liquid Movement demonic boon for Jubilex presented in October's Unearthed Arcana.
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Thanks Astromancer! I haven't seen this UA before. I definitely like the Jubilex ability here as something that would bring forth the flavour for Naiad that I wanted. I definitely worried it was a little on the bland side compared to the Dendryad and Alseides. I feel like I want to lower the range a little bit, as it's a core feature instead of an optional boon. I feel like 10 feet would be useful in specific situations, and might not add too much to the Naiad's abilities. At the same time I worry it might become too situational then. Hm. Thoughts?
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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That particular arcana might be harder to adapt since it's designed for NPCs/monsters, rather than player characters. However, it's definitely possible. Consider the Slithering Tracker's version of it too, although the range/uses are still infinite, it does have an interesting difference, and two other watery traits to find inspiration in. (Damage Transfer and Watery Stealth.)
One balancing mechanic could be to add another, negative trait. Water Elementals have a trait where they lose half their movement speed on their next turn, when hit by cold damage, to represent a part of them freezing/half-freezing.
Are you going to add a limit of uses? I can see moving through any 1-inch space making plenty of doors redundant, as well as other obstacles.
Personally I can see a lot of uses for 10ft of 1-inch movement, from door/window infiltration, to infiltrating through a prison's cell bars, or any drainage grates. You can escape from/enter anything with just a small piercing. I'd enjoy it myself as a player, but then I am probably more creative/exploration-oriented than your average adventurer. I like the weird features. (And by this, I suppose I like the water weird features too.)
I imagine you could easily escape grapples/restrained effects if you wanted, if your body could move in liquid form. The effect doesn't specify that, but an alternative, softer version could be to only do this. Or this could be an extra feature on the full Liquid Form effect. It could be done as advantage on saving throws to remove grapples and/or restrained effects, or a Limited Use break out.
Just more ideas to consider!
Additionally, as a water-themed creature, you could consider giving it some form of water breathing/held breath. It's not exciting, but it is appropriate. Held breath for an hour is less powerful than full water-breathing, if you wanted to limit it (and possibly more suitable for a lake creature than the sea perhaps, given its lack of depth - but I'm not an aquatic biologist, so don't hold me to that!)
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Revamped, new, fun versions hot off the presses! Naiad almost fully redone. Some changes to Alseides and Dendryad.
https://dndbeyond.com/characters/races/44220-nymph
Ty for making these! I'll be using Alseides in a campaign and will drop future feedback about how it goes with our campaign. Just wanted to say thanks first~