I'm currently working on developing a sort of steampunk fantasy campaign for my DND group and I wanted to create a sort of one half is this and the other is this, however I don't want it to be like I'm a half-elf (half human half elf), but instead a sort of I'm: half elf, half [insert other half species(angel, Tiefling, human, orc, etc.)] Considering how chaotic my players are however I am trying to add some structure to the system instead of just going on a case by case basis. Also thinking of adding a point buy + roll for system so as to incentivize strategy in character creation but I can handle that myself just adding it here in case having it would change how I would do this.
(Edit) to clarify I would like to do this without making a thousand subclasses for each half species and would like it to show up more as a: Species = half... / half... so that I can also ad a third species like third elf or quarter species like quarter elf.
Species can be broken down into three components. You can pretty much swap between species for the same component and remain relatively balanced. Alternatively, I have a system for HBing species on DMsGuild.
Three component system:
(1) Signature feature - a feature unique to that species that is broadly useful and relatively powerful. (2) Secondary feature - usually a defensive feature like damage resistance or advantage on a type of saves, situational but powerful. (3) 1-3 flavour feature - niche utility features that are very flavourful for the species, things like 1-2 skill proficiencies, darkvision, powerful build, speaking to animals, producing light etc...
I agree with Agilemind (and might actually start using this myself!) except for one thing: I think Gnomish Cunning is a gnome's signature avility, with the others being secondary. Advantage on half of all saves against magic is pretty wild, with not really many equivalents, except at high levels (like the abjurer's 14th level feature, which is, admittedly, a lot better) and the gnomish lineage abilities being worse than the elves' and tieflings. Just my thoughts! :3
I agree with Agilemind (and might actually start using this myself!) except for one thing: I think Gnomish Cunning is a gnome's signature avility, with the others being secondary. Advantage on half of all saves against magic is pretty wild, with not really many equivalents, except at high levels (like the abjurer's 14th level feature, which is, admittedly, a lot better) and the gnomish lineage abilities being worse than the elves' and tieflings. Just my thoughts! :3
That's a good point. I did debate which way round those should go, I stuck with the pattern rather than really following the mechanical power of the abilities.
I agree with Agilemind (and might actually start using this myself!) except for one thing: I think Gnomish Cunning is a gnome's signature avility, with the others being secondary. Advantage on half of all saves against magic is pretty wild, with not really many equivalents, except at high levels (like the abjurer's 14th level feature, which is, admittedly, a lot better) and the gnomish lineage abilities being worse than the elves' and tieflings. Just my thoughts! :3
That's a good point. I did debate which way round those should go, I stuck with the pattern rather than really following the mechanical power of the abilities.
Just as good a starting place. I mean, if playtest proves that it should be switched, that can always be adjusted.
I'm currently working on developing a sort of steampunk fantasy campaign for my DND group and I wanted to create a sort of one half is this and the other is this, however I don't want it to be like I'm a half-elf (half human half elf), but instead a sort of I'm: half elf, half [insert other half species(angel, Tiefling, human, orc, etc.)] Considering how chaotic my players are however I am trying to add some structure to the system instead of just going on a case by case basis. Also thinking of adding a point buy + roll for system so as to incentivize strategy in character creation but I can handle that myself just adding it here in case having it would change how I would do this.
(Edit) to clarify I would like to do this without making a thousand subclasses for each half species and would like it to show up more as a: Species = half... / half... so that I can also ad a third species like third elf or quarter species like quarter elf.
Species can be broken down into three components. You can pretty much swap between species for the same component and remain relatively balanced. Alternatively, I have a system for HBing species on DMsGuild.
Three component system:
(1) Signature feature - a feature unique to that species that is broadly useful and relatively powerful.
(2) Secondary feature - usually a defensive feature like damage resistance or advantage on a type of saves, situational but powerful.
(3) 1-3 flavour feature - niche utility features that are very flavourful for the species, things like 1-2 skill proficiencies, darkvision, powerful build, speaking to animals, producing light etc...
Elf (2024):
(1) Signature = Elven Lineage
(2) Secondary = Fey Ancestry
(3) Flavour Features = Darkvision, Trace (Ribbon), Keen Senses
Dwarf (2024):
(1) Signature = Dwarven Toughness
(2) Secondary = Dwarven Resilience
(3) Flavour Features = Darkvision, Stonecunning
Halfling (2024):
(1) Signature = Luck
(2) Secondary = Brave
(3) Flavour Features = Naturally Stealthy, Nimbleness
Human (2024):
(1) Signature = Versatile
(2) Secondary = Resourceful
(3) Flavour Features = Skillful
Aasimar (2024):
(1) Signature = Celestial Revelation + Healing Hands
(2) Secondary = Celestial Resistance
(3) Flavour Features = Light Bearer, Darkvision
Tiefling (2024):
(1) Signature = Fiendish Legacy spells
(2) Secondary = Damage Resistance in Fiendish Legacy
(3) Flavour Features = Darkvision, Otherworldly Presence
Orc (2024):
(1) Signature = Adrenaline Rush
(2) Secondary = Relentless Endurance
(3) Flavour Features = Darkvision
Goliath (2024):
(1) Signature = Giant Ancestry
(2) Secondary = Large Form
(3) Flavour Features = Powerful Build
Gnome (2024):
(1) Signature = Gnomish Lineage
(2) Secondary = Gnomish Cunning
(3) Flavour Features = Darkvision
Dragonborn (2024):
(1) Signature = Breath Weapon + Flight
(2) Secondary = Damage Resistance
(3) Flavour Features = Darkvision
You should be able to mix & match within each feature class to create whatever hybrid you want. For example:
Half-Orc x Half-Goliath : Giant Ancestry + Relentless Endurance + Powerful Build
Half-Elf x Half-Aasimar : Elven Lineage + Elven Ancestry + Trance + Darkvision + Light bearer
Half-Elf x Half-Dragonborn : Breath Weapon + Level 5 spell from Elven Lineage + Elven Ancestry + Trance + Darkvision
Quarter-Elf x Half-Halfing + Quarter-Gnome : Luck + Gnomish Cunning + Trance + Darkvision
Half-Dwarf x Half-Tiefling : Fiendish Legacy spells + Dwarven Resilience + Darkvision + Stone cunning
Half-Gnome x Half-Aasimar : Celestial Revelation + Gnomish Cunning + Darkvision + Light Bearer
Thanks for the recommendation I guess I was overcomplicating the whole idea a large amount.
I agree with Agilemind (and might actually start using this myself!) except for one thing: I think Gnomish Cunning is a gnome's signature avility, with the others being secondary. Advantage on half of all saves against magic is pretty wild, with not really many equivalents, except at high levels (like the abjurer's 14th level feature, which is, admittedly, a lot better) and the gnomish lineage abilities being worse than the elves' and tieflings. Just my thoughts! :3
That's a good point. I did debate which way round those should go, I stuck with the pattern rather than really following the mechanical power of the abilities.
Just as good a starting place. I mean, if playtest proves that it should be switched, that can always be adjusted.
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