So I've been coming up with a campaign that revolves around runes and their elements. With these runes, characters gain a few extra bonuses. Just wondering how this sounds in terms of balance:
Air
1. When you use your action to dash you may dash an extra (proficiency bonus x5) + 10 feet. Up to 3 times until completing a long rest.
2.. You may disengage as a bonus action
4. You are proficient in acrobatics and dex saving throws
5. You gain the ability to jump up to 30 ft at a time
#####
Fire
At first level you may infuse your weapon, ammo or spell with the fire element (level/2+1) times per long rest.
At second level, add proficiency*2 damage whenever you deal fire damage
At fifth level you may cast a special version of fireball once per long rest
At sixth level you are immune to fire damage
####
Earth
1. Gain +2 constitution
3. Gain proficiency in athletics and strength saving throws
5. Gain resistance to ice, frost, and cold damage
7. Grant bonus health to yourself and one ally equal to 2* your hit dice for 10 turns. Once per day
9. At ninth level you can reshape the earth itself causing a fracture, quake, spike or sinkhole. If an enemy is targeted this way they take 6d8 earth damage and become prone unless they make a D16 dex saving throw. Once per long rest
#####
Water
At first level, once per day you can extract water in the air that may be used to fill waterskins, extinguish a fire or make something wet or dry.
3. Gain +2 wisdom. You have proficiency on all checks while in water
5. You can control the water around you, creating storms, currents, waves, whirlpools etc.
8. You can create a cloud of mist 20x20 feet that heals everyone within the radius by their constitution modifier +2d8 per turn. Lasts for 3 turns. Once per long rest.
####
What would you pick and why? Do these seem balanced?
So I've been coming up with a campaign that revolves around runes and their elements. With these runes, characters gain a few extra bonuses. Just wondering how this sounds in terms of balance:
Air
1. When you use your action to dash you may dash an extra (proficiency bonus x5) + 10 feet. Up to 3 times until completing a long rest.
2.. You may disengage as a bonus action
4. You are proficient in acrobatics and dex saving throws
5. You gain the ability to jump up to 30 ft at a time
#####
Fire
At first level you may infuse your weapon, ammo or spell with the fire element (level/2+1) times per long rest.
At second level, add proficiency*2 damage whenever you deal fire damage
At fifth level you may cast a special version of fireball once per long rest
At sixth level you are immune to fire damage
####
Earth
1. Gain +2 constitution
3. Gain proficiency in athletics and strength saving throws
5. Gain resistance to ice, frost, and cold damage
7. Grant bonus health to yourself and one ally equal to 2* your hit dice for 10 turns. Once per day
9. At ninth level you can reshape the earth itself causing a fracture, quake, spike or sinkhole. If an enemy is targeted this way they take 6d8 earth damage and become prone unless they make a D16 dex saving throw. Once per long rest
#####
Water
At first level, once per day you can extract water in the air that may be used to fill waterskins, extinguish a fire or make something wet or dry.
3. Gain +2 wisdom. You have proficiency on all checks while in water
5. You can control the water around you, creating storms, currents, waves, whirlpools etc.
8. You can create a cloud of mist 20x20 feet that heals everyone within the radius by their constitution modifier +2d8 per turn. Lasts for 3 turns. Once per long rest.
####
What would you pick and why? Do these seem balanced?
These are not balanced with respect to each other and some are missing information. What levels are the air abilities gained at?
Fire 1 doesn't tell you how it works.
Water 1 is very weak.
Earth 5th level references damage types that don't even exist (frost and ice). How are those significantly different from [damage]cold[/damage]
Earth gets 5 abilities? The others get 4?
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Oh i just copy pasted my notes. Instead of writing "at first level" etc... I just put 1. Or 3. Or whatever.
Air gets all the abilities early at 1st 2nd 4th and 5th level.
Fire will change the damage of a usual spell or slash would do by dealing fire damage instead.
I appreciate the feedback! I will probably add later skills to others and revise water.. That was the hardest one for me