I'm working on a race of humanoid chameleons, similar to skinks from Warhammer Fantasy if you're familiar with them. I'm reasonably happy with what I've got so far but I have extremely limited opportunity (read: none) to playtest material I come up with and it's always a good idea to get multiple opinions.
First and foremost, is this OP? I've tried to make anything I think might be really strong limited in some way, for example, the toxin trait can get really nasty if not addressed but is entirely at GM discretion, is expensive in time and resources and may be nullified through low level magic or common natural immunities.
Is the package as a whole or any individual trait too complicated? Just because I think it's cool doesn't mean everyone is going to enjoy the extra bookkeeping.
A few things I've already flagged as needing a fix are the toxin information, size and speed missing from the details page (the toxin info is present on the character sheet when you select that your DM has approved its use) and the order of traits.
Anyway here it is, lemme know what you think, link at the bottom to the full homebrew race which includes the fluff.
Ability Score Increase
Your Dexterity score increases by 2 and your Wisdom score by 1.
Age
Furciferans reach adulthood in their late teens and typically live less than a century.
Alignment
Furciferans tend toward Lawful Good. They have a well ordered society that values cooperation and sharing. Of course, exceptions always exist.
Size
Furciferans average about 3 feet tall and weigh about 40 pounds. Your size is Small.
Speed
Your base walking speed is 25 Feet.
Natural Climber
Your prehensile tail and zygodactyl hands and feet give you a base climb speed of 30 feet.
Jungle Eyes
Your independently moving eyes give you nearly full vision in all directions. You are proficient in the Perception skill.
Ballistic Tongue
As a bonus action, you may use your ballistic tongue ability. This attack uses Dexterity, has reach 5 and does 1d4 bludgeoning damage. Alternatively, you may forgo damage and on a hit, grasp and retrieve a small object no larger than a closed fist instead. The object must be in plain view and not firmly attached to anything else. This may be opposed by a Strength or Dexterity check if the object is held or worn by another creature. You are proficient with your own tongue.
Blowgunslinger
Furciferans are taught to use a blowgun from the moment they can hold one and rely on them for survival. You have proficiency with a blowgun. In addition, If you miss with an attack roll using a blowgun, you can reroll it. You can use this feature only once on each of your turns.
Furciferan Toxin
At DM discretion, a Furciferan may craft and use Furciferan toxin. Acquiring the necessary ingredients may require great expense, travel and/or luck.
At DM discretion, a Furciferan may craft enough Furciferan toxin for one dose at the cost of 200gp of material and 8hrs of crafting time.
Crafting requires a DC15 Wisdom based crafting check, all components are destroyed on a failure. The Furciferan is considered proficient for the purposes of this check.
Furciferan toxin has the following properties:
Can only be applied to a blowdart due to the tiny quantity produced.
Lizardfolk are immune to this poison. It has no effect on them whatsoever.
There is no save to end the poisoned condition.
Resistance and immunity to poison apply as normal. Other effects, such as lay on hands, lesser restoration or elixir of health, that remove the poisoned condition also apply as normal.
On a successful weapon attack, the target takes an additional 1d12 poison damage and suffers the poisoned condition.
See table below for effects at start of each of the target's subsequent turns, assuming target is still affected by the poisoned condition.
Turn Effect
1. 1d12 poison damage
2. 1d12 poison damage, DC20 Constitution save or paralyzed. On a failed save, the target remains paralyzed until death or the poisoned condition is removed.
3. 1d12 poison damage
4. Target drops to 0 hit points
5+ Target continues to take 1d12 poison damage at the beginning of each of their turns until they are dead or the poisoned condition is removed.
Note: Dropping to 0 hit points does not end the poisoned condition nor does it stop the target taking poison damage at the beginning of each of their turns. Furciferan toxin damage taken after a target has dropped to 0 hit points may result in instant death or failed death saving throws as per the rules on pg. 197 of the PHB.
Languages
You can read, write and speak common and Draconic. Furciferans speak their own dialect of Draconic that, while distinct in accent and vocabulary, is still mutually intelligible with other Draconic speakers.
Chromatic Skin
Instinctively careful and quiet as well as possessing the ability to rapidly alter the colour of your skin means you are proficient in Stealth. In addition, you can use your bonus action to take the Hide action. You can use this feature a number of times equal to your Constitution modifier (minimum of 1) per long rest.
It is weird that they can climb faster than they can walk. Can't they just get down on all fours and "climb" the ground? There are no mechanical reasons climb speed can't be faster than walking, it is just weird to me.
The toxin is laughably over powered. No save and instant death in less than 30 seconds if not cured? The gold cost is a little high, but a bargain for that effect.
Proficiency in stealth is nice, but the limited bonus action hide is moot if you are a rogue. Instead, I recommend having advantage on stealth checks and being able to hide in plain sight when you use it.
"It is weird that they can climb faster than they can walk. Can't they just get down on all fours and "climb" the ground? There are no mechanical reasons climb speed can't be faster than walking, it is just weird to me."
What I'm trying to represent is the arboreal nature of the species as well as keeping them in line with the other small races. They're not great on the ground but can climb really well. Like a lemur or something.
"The toxin is laughably over powered. No save and instant death in less than 30 seconds if not cured? The gold cost is a little high, but a bargain for that effect."
It's supposed to be nasty but rare/difficult to obtain. The fluff specifies that the ingredients are only available within Furciferan territory so it's up to the DM to limit access when appropriate. I wouldn't expect the player to be using it more than once or twice every couple of encounters.
My reasoning here was: 1. There are a lot of things running around with poison immunity. All undead for example. A bunch of demons and dragons. Constructs. 2. If the DM is going to use it on the players, 6 rounds seems like a long time to me. The players will be aware from the first round there is no save and that paralysis save on the 3rd round should be an "oh crap" moment that will get their butts into gear.
3. If the players use it on the DM then the DM has approved its use and can plan accordingly to give the player time to shine by giving them opportunities to use it that don't derail an entire campaign.
4. You're not dead dead, just at zero hit points. The ongoing poison damage doesn't auto crit so it's only one death save fail. Of course, the target could be surrounded and in a lot of trouble.
I admit I haven't had much experience with poison in my games but how likely is it that it won't be cured in 6 rounds? I could change it to allow a target with poison resistance to make saving throws to give the players another option for avoiding it. What would you suggest to keep that "oh crap" factor but not make it ridiculous?
"Proficiency in stealth is nice, but the limited bonus action hide is moot if you are a rogue. Instead, I recommend having advantage on stealth checks and being able to hide in plain sight when you use it."
Having a class feature make this redundant is something I considered but advantage on all stealth checks seems too strong, maybe it's not? Making the advantage situational seemed like it was making it too complex. Hide in Plain sight is a ranger feature as well so not sure that solves the problem. I like the bonus action because it gives an option to classes that don't necessarily have a lot they can do with the BA. I will think on it.
Thanks for the feedback, it is greatly appreciated :)
-D-
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Greetings DNDBers
I'm working on a race of humanoid chameleons, similar to skinks from Warhammer Fantasy if you're familiar with them. I'm reasonably happy with what I've got so far but I have extremely limited opportunity (read: none) to playtest material I come up with and it's always a good idea to get multiple opinions.
First and foremost, is this OP? I've tried to make anything I think might be really strong limited in some way, for example, the toxin trait can get really nasty if not addressed but is entirely at GM discretion, is expensive in time and resources and may be nullified through low level magic or common natural immunities.
Is the package as a whole or any individual trait too complicated? Just because I think it's cool doesn't mean everyone is going to enjoy the extra bookkeeping.
A few things I've already flagged as needing a fix are the toxin information, size and speed missing from the details page (the toxin info is present on the character sheet when you select that your DM has approved its use) and the order of traits.
Anyway here it is, lemme know what you think, link at the bottom to the full homebrew race which includes the fluff.
Ability Score Increase
Your Dexterity score increases by 2 and your Wisdom score by 1.
Age
Furciferans reach adulthood in their late teens and typically live less than a century.
Alignment
Furciferans tend toward Lawful Good. They have a well ordered society that values cooperation and sharing. Of course, exceptions always exist.
Size
Furciferans average about 3 feet tall and weigh about 40 pounds. Your size is Small.
Speed
Your base walking speed is 25 Feet.
Natural Climber
Your prehensile tail and zygodactyl hands and feet give you a base climb speed of 30 feet.
Jungle Eyes
Your independently moving eyes give you nearly full vision in all directions. You are proficient in the Perception skill.
Ballistic Tongue
As a bonus action, you may use your ballistic tongue ability. This attack uses Dexterity, has reach 5 and does 1d4 bludgeoning damage. Alternatively, you may forgo damage and on a hit, grasp and retrieve a small object no larger than a closed fist instead. The object must be in plain view and not firmly attached to anything else. This may be opposed by a Strength or Dexterity check if the object is held or worn by another creature. You are proficient with your own tongue.
Blowgunslinger
Furciferans are taught to use a blowgun from the moment they can hold one and rely on them for survival. You have proficiency with a blowgun. In addition, If you miss with an attack roll using a blowgun, you can reroll it. You can use this feature only once on each of your turns.
Furciferan Toxin
At DM discretion, a Furciferan may craft and use Furciferan toxin. Acquiring the necessary ingredients may require great expense, travel and/or luck.
At DM discretion, a Furciferan may craft enough Furciferan toxin for one dose at the cost of 200gp of material and 8hrs of crafting time.
Crafting requires a DC15 Wisdom based crafting check, all components are destroyed on a failure. The Furciferan is considered proficient for the purposes of this check.
Furciferan toxin has the following properties:
Can only be applied to a blowdart due to the tiny quantity produced.
Lizardfolk are immune to this poison. It has no effect on them whatsoever.
There is no save to end the poisoned condition.
Resistance and immunity to poison apply as normal. Other effects, such as lay on hands, lesser restoration or elixir of health, that remove the poisoned condition also apply as normal.
On a successful weapon attack, the target takes an additional 1d12 poison damage and suffers the poisoned condition.
See table below for effects at start of each of the target's subsequent turns, assuming target is still affected
by the poisoned condition.
Turn Effect
1. 1d12 poison damage
2. 1d12 poison damage, DC20 Constitution save or paralyzed. On a failed save, the target remains paralyzed until death or the poisoned condition is removed.
3. 1d12 poison damage
4. Target drops to 0 hit points
5+ Target continues to take 1d12 poison damage at the beginning of each of their turns until they are dead or the poisoned condition is removed.
Note: Dropping to 0 hit points does not end the poisoned condition nor does it stop the target taking poison damage at the beginning of each of their turns. Furciferan toxin damage taken after a target has dropped to 0 hit points may result in instant death or failed death saving throws as per the rules on pg. 197 of the PHB.
Languages
You can read, write and speak common and Draconic. Furciferans speak their own dialect of Draconic that, while distinct in accent and vocabulary, is still mutually intelligible with other Draconic speakers.
Chromatic Skin
Instinctively careful and quiet as well as possessing the ability to rapidly alter the colour of your skin means you are proficient in Stealth. In addition, you can use your bonus action to take the Hide action. You can use this feature a number of times equal to your Constitution modifier (minimum of 1) per long rest.
Link: https://www.dndbeyond.com/races/128746-furciferan
Thanks in advance
-D-
Ok, I have some notes.
It is weird that they can climb faster than they can walk. Can't they just get down on all fours and "climb" the ground? There are no mechanical reasons climb speed can't be faster than walking, it is just weird to me.
The toxin is laughably over powered. No save and instant death in less than 30 seconds if not cured? The gold cost is a little high, but a bargain for that effect.
Proficiency in stealth is nice, but the limited bonus action hide is moot if you are a rogue. Instead, I recommend having advantage on stealth checks and being able to hide in plain sight when you use it.
Thank you for taking the time to respond.
"It is weird that they can climb faster than they can walk. Can't they just get down on all fours and "climb" the ground? There are no mechanical reasons climb speed can't be faster than walking, it is just weird to me."
What I'm trying to represent is the arboreal nature of the species as well as keeping them in line with the other small races. They're not great on the ground but can climb really well. Like a lemur or something.
"The toxin is laughably over powered. No save and instant death in less than 30 seconds if not cured? The gold cost is a little high, but a bargain for that effect."
It's supposed to be nasty but rare/difficult to obtain. The fluff specifies that the ingredients are only available within Furciferan territory so it's up to the DM to limit access when appropriate. I wouldn't expect the player to be using it more than once or twice every couple of encounters.
My reasoning here was:
1. There are a lot of things running around with poison immunity. All undead for example. A bunch of demons and dragons. Constructs.
2. If the DM is going to use it on the players, 6 rounds seems like a long time to me. The players will be aware from the first round there is no save and that paralysis save on the 3rd round should be an "oh crap" moment that will get their butts into gear.
3. If the players use it on the DM then the DM has approved its use and can plan accordingly to give the player time to shine by giving them opportunities to use it that don't derail an entire campaign.
4. You're not dead dead, just at zero hit points. The ongoing poison damage doesn't auto crit so it's only one death save fail. Of course, the target could be surrounded and in a lot of trouble.
I admit I haven't had much experience with poison in my games but how likely is it that it won't be cured in 6 rounds? I could change it to allow a target with poison resistance to make saving throws to give the players another option for avoiding it. What would you suggest to keep that "oh crap" factor but not make it ridiculous?
"Proficiency in stealth is nice, but the limited bonus action hide is moot if you are a rogue. Instead, I recommend having advantage on stealth checks and being able to hide in plain sight when you use it."
Having a class feature make this redundant is something I considered but advantage on all stealth checks seems too strong, maybe it's not? Making the advantage situational seemed like it was making it too complex. Hide in Plain sight is a ranger feature as well so not sure that solves the problem. I like the bonus action because it gives an option to classes that don't necessarily have a lot they can do with the BA. I will think on it.
Thanks for the feedback, it is greatly appreciated :)
-D-