I've made 3, Fae, Treefolk, and Flamekin, for my new campaign I'm making (it's a crossover from Magic). I want to know what you guys think. I tried to make them as powerful as every other race, though I'm pretty sure I made the Flamekin WAY overpowered. I'm enclosing a couple of polls, but I would appreciate your feedback!
Thanks!
Fae
Ability Score Improvement. Your Dexterity score goes up by 2.
Age. Fae typically reach adulthood in their early thirties, and can live for around two centuries.
Alignment.Fae are very chaotic in nature, and can be good or bad.
Size.Fae usually stand around 3 feet tall and weigh around 30 pounds. Your size is small.
Speed.Your base walking speed is 30 feet.
Darkvision.You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Quick Guarded. When a hostile creature ends it’s turn within 5 feet of you, you can use your reaction to move 5 feet away from it. This movement does not provoke opportunity attacks.
Fae Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Resistance of Shadows. When Lorwyn turns into Shadowmoor, you are unaffected.
Fae. You gain the Fey creature type.
Languages. You speak Common and Sylvan.
Subrace. Two types of Fae subraces exist, Air-Bound and Earth-Bound, choose one of them.
Air-Bound
Ability Score Improvement. Your Intelligence score goes up by 1.
Wings. You have wings. You gain a 20 foot flying speed.
Earth-Bound
Ability Score Improvement. Your Constitution score goes up by 1.
Lands Familiarity. You ignore non-magical difficult terrain.
Earthen Knowledge.You learn a Druid cantrip of your choice. Wisdom is your spellcasting ability for it.
Treefolk
Ability Score Improvement. Your Constitution score goes up by 2, and your Wisdom score goes up by 1.
Age. Your kind typically reach adulthood around 60, and may live for up to 500 years.
Alignment. In Lorwyn, Treefolk are typically neutral, taking no big interest in politics or social structures, and lawful, having their own set of traditional laws. In Shadowmoor, Treefolk are almost always Chaotic Evil.
Size. Treefolk usually stand around 7 feet tall and weigh about 500 pounds. Your size is medium.
Speed. Your base walking speed is 25 feet.
Natural Armor. Your bark grants you some protection. While unarmored, your base Armor Class is 13+ your Dexterity modifier.
Survival Instinct. You gain proficiency in the Survival and Nature skills.
Sunlight Reinvigoration. Light reinvigorates you with power. While in bright light, your speed increases by 10 feet, you gain advantage on Strength and Constitution saving throws, as well as Death Saving throws, and at the beginning of each of your turns, you regain health equal to your Constitution modifier.
Shadowmoor Change. When Lorwyn becomes Shadowmoor, your alignment changes to Chaotic Evil.
Half-Plant. You gain the Plant creature type.
Languages. You speak Common, Sylvan, and Entish.
Flamekin
Ability Score Improvement. Your Charisma score goes up by 2, and your Dexterity score goes up by 1.
Age. Flamekin commonly reach adulthood around the age of 15, and can live for about 70 years.
Alignment. Flamekin are as chaotic as fire, but often neutral.
Size. Flamekin stand around 5 and a half feet tall and usually weigh about 110 pounds. Your size is medium.
Speed. Your base walking speed is 30 feet.
Descended from Fire. You learn the Control Flames cantrip. At 3rd level, you can cast Scorching Ray once with this trait. At 5th level, you can cast Flaming Sphere as a 3rd level spell once with this trait. Once you cast either spell, you must finish a long rest before you can cast them again. Charisma is your Spellcasting ability for these spells.
Made of Flame. You gain resistance to fire damage.
Illumination. You shed bright light in a 15 foot radius, and dim light for another 15 feet.
Wreath of Fire. You have 2 flame dice, which are d4s. In response to being attacked, you can expand however many die on the attacker. Roll the die and deal that much fire damage to the attacker. Once you use a die, you must finish a long rest to get it back. You gain an additional die at 4th level, 8th level, 12th level, and 16th level.
Shadowmoor Change. When Lorwyn turns into Shadowmoor, your alignment changes to Neutral Evil. You turn into a skeleton, though none of your stats change, and you are not undead.
They seem like fun and flavorful classes. I'm no superb homebrewer myself but I will offer my opinions. They do all have one ability that seems amazingly good or OP. The Fae have Quickguarded which makes them basically impossible to gang up on. I don't even know how to fix that one while keeping it as a reaction. Sunlight Reinvigoration for Treefolk is crazy. You get a ton of great stuff from it and chances are most of your adventuring will be during the day. I would restrict it to just the advantage on saving throws. The free unlimited healing and +10 movement speed seem to be overkill.
Wreath of Fire would be much better as a bonus action than as a reaction. One of the big problems is that things on reaction eat into the action economy of the enemy. Better for you to have one big turn than to pummel the enemy on your turn and their own turn too.
Thanks! I was gunning for the Sunlight Reinvigoration to be a big thing, as a way to offset 25 speed and because there's not much else going for it, but maybe I should take away the healing. I had no idea the Quick Guarded was such a big thing, I'll have to keep that in mind as I edit the races. I also see what you mean for the wreath of flames being a bonus action, though maybe at some level the die could go up?
I've updated it! I've changed the Quick Guarded trait to Faeish Tactics, which is a lot weaker, giving proficiency in certain weapons, I've also changed the Sunlight Reinvigoration to Sunlit Burst, which has limited charges, but is kind to like Sunlight Reinvigoration. For the Flamekin I took out the Spellcasting but made Wreath of Fire a lot more potent, and it's now a bonus action. Both Sunlit Burst and Wreath of Flames scale at the same levels, but you can only use 1 die per time.
@Timoden actually most of the adventuring would take place in the night, it's part of the setting, once every 300 years Lorwyn (an always day, good feelings kind of place), turns into Shadowmoor (an always night, evil place) and basically it's a whole cycle, but either way, in Shadowmoor they would be to underpowered, and in Lorwyn to underpowered. And since it would be mostly in Shadowmoor, it would take away a key part of the race.
Here they are!
Fae
Ability Score Improvement. Your Dexterity score goes up by 2.
Age. Fae typically reach adulthood in their early thirties, and can live for around two centuries. Alignment.Fae are very chaotic in nature, and can be good or bad.
Size.Fae usually stand around 3 feet tall and weigh around 30 pounds. Your size is small.
Speed.Your base walking speed is 30 feet.
Darkvision.You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Fae Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Faeish Tactics. You gain proficiency with Daggers, Shortswords, Rapiers, and Hand Crossbows.
Resistance of Shadows. When Lorwyn turns into Shadowmoor, you are unaffected.
Fae. You gain the Fey creature type.
Languages. You speak Common and Sylvan.
Subrace. Two types of Fae subraces exist, Air-Bound and Earth-Bound, choose one of them.
Air-Bound
Ability Score Improvement. Your Intelligence score goes up by 1.
Wings. You have wings. You gain a 20 foot flying speed.
Earth-Bound
Ability Score Improvement. Your Constitution score goes up by 1.
Lands Familiarity. You ignore non-magical difficult terrain.
Earthen Knowledge.You learn a Druid cantrip of your choice. Wisdom is your spellcasting ability for it.
Treefolk
Ability Score Improvement. Your Constitution score goes up by 2, and your Wisdom score goes up by 1.
Age. Your kind typically reach adulthood around 60, and may live for up to 500 years.
Alignment. In Lorwyn, Treefolk are typically neutral, taking no big interest in politics or social structures, and lawful, having their own set of traditional laws. In Shadowmoor, Treefolk are almost always Chaotic Evil.
Size. Treefolk usually stand around 7 feet tall and weigh about 500 pounds. Your size is medium.
Speed. Your base walking speed is 25 feet.
Natural Armor. Your bark grants you some protection. While unarmored, your base Armor Class is 13+ your Dexterity modifier.
Survival Instinct. You gain proficiency in the Survival and Nature skills.
Sunlit Burst. You have 2 Energy Dice, which are d4s. As a bonus action, you can expend one die. When you expend one, roll it, and regain that many hit points. In addition, increase your speed by 10 feet for that turn. You regain any spent Energy Die when you complete a long rest. You gain an additional die at 3rd level, 7th level, 11th level, 15th level, and 19th level. The die changes to a d6 at 4th level, a d8 at 9th level, and a d10 at 14th level.
Shadowmoor Change. When Lorwyn becomes Shadowmoor, your alignment changes to Chaotic Evil.
Half-Plant. You gain the Plant creature type.
Languages. You speak Common, Sylvan, and Entish.
Flamekin
Ability Score Improvement. Your Charisma score goes up by 2, and your Dexterity score goes up by 1.
Age. Flamekin commonly reach adulthood around the age of 15, and can live for about 70 years.
Alignment. Flamekin are as chaotic as fire, but often neutral.
Size. Flamekin stand around 5 and a half feet tall and usually weigh about 110 pounds. Your size is medium.
Speed. Your base walking speed is 30 feet.
Made of Flame. You gain resistance to fire damage.
Illumination. You shed bright light in a 15 foot radius, and dim light for another 15 feet.
Wreath of Fire. You have 2 Flame Dice, which are d4s. As a bonus action, you can expend one die. When you expend one, roll it, and deal fire damage damage equal to the roll to any target of your choice. You regain any spent Flame Die when you complete a long rest. You gain an additional die at 3rd level, 7th level, 11th level, 15th level, and at 19th level. The die changes to a d6 at 4th level, a d8 at 9th level, and a d10 at 14th level.
Shadowmoor Change. When Lorwyn turns into Shadowmoor, your alignment changes to Neutral Evil. You turn into a skeleton, though none of your stats change, and you are not undead.
The air-bound fae should have their ability to fly limited to when they're unencumbered and wearing only light armor, I think.
Also, Wreath of Fire needs more tweaks. First, it needs to have some sort of range. Also, it should probably require either an attack roll or a saving throw, or be changed to go off when you hit with an attack (and still have a range limit).
Rollback Post to RevisionRollBack
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
ahhh I didn't see that it didn't have any range. I think 10 feet is appropriate and with a ranged attack roll using charisma. Thanks for the catch about the flying speed, I didn't even think about that, but I guess a 30-pound race shouldn't be able to fly with armor twice as heavy as them.
If you're going to have a ranged attack with Wreath of Flames it should reach at least 30 feet, possibly 60. Ten feet means that you have precisely one square where you can use it effectively, and one square where you'll automatically have disadvantage on it- drops it down to being worthless.
Rollback Post to RevisionRollBack
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I changed it to 15 feet, what you said about the range dos make sense, but I don't want it to be a backline spell slinger, with a bonus action to do more damage, with the charisma boost, it would make a really good elemental adept fire sorcerer.
hmmm.... then maybe make it disadvantage for an additional 15 feet? It would make it go with Illumination, makes it more versatile, and represents flames sputtering out. Or maybe make it half damage with no disadvantage?
I've made 3, Fae, Treefolk, and Flamekin, for my new campaign I'm making (it's a crossover from Magic). I want to know what you guys think. I tried to make them as powerful as every other race, though I'm pretty sure I made the Flamekin WAY overpowered. I'm enclosing a couple of polls, but I would appreciate your feedback!
Thanks!
Fae
Ability Score Improvement. Your Dexterity score goes up by 2.
Age. Fae typically reach adulthood in their early thirties, and can live for around two centuries.
Alignment. Fae are very chaotic in nature, and can be good or bad.
Size. Fae usually stand around 3 feet tall and weigh around 30 pounds. Your size is small.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Quick Guarded. When a hostile creature ends it’s turn within 5 feet of you, you can use your reaction to move 5 feet away from it. This movement does not provoke opportunity attacks.
Fae Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Resistance of Shadows. When Lorwyn turns into Shadowmoor, you are unaffected.
Fae. You gain the Fey creature type.
Languages. You speak Common and Sylvan.
Subrace. Two types of Fae subraces exist, Air-Bound and Earth-Bound, choose one of them.
Air-Bound
Ability Score Improvement. Your Intelligence score goes up by 1.
Wings. You have wings. You gain a 20 foot flying speed.
Earth-Bound
Ability Score Improvement. Your Constitution score goes up by 1.
Lands Familiarity. You ignore non-magical difficult terrain.
Earthen Knowledge. You learn a Druid cantrip of your choice. Wisdom is your spellcasting ability for it.
Treefolk
Ability Score Improvement. Your Constitution score goes up by 2, and your Wisdom score goes up by 1.
Age. Your kind typically reach adulthood around 60, and may live for up to 500 years.
Alignment. In Lorwyn, Treefolk are typically neutral, taking no big interest in politics or social structures, and lawful, having their own set of traditional laws. In Shadowmoor, Treefolk are almost always Chaotic Evil.
Size. Treefolk usually stand around 7 feet tall and weigh about 500 pounds. Your size is medium.
Speed. Your base walking speed is 25 feet.
Natural Armor. Your bark grants you some protection. While unarmored, your base Armor Class is 13+ your Dexterity modifier.
Survival Instinct. You gain proficiency in the Survival and Nature skills.
Sunlight Reinvigoration. Light reinvigorates you with power. While in bright light, your speed increases by 10 feet, you gain advantage on Strength and Constitution saving throws, as well as Death Saving throws, and at the beginning of each of your turns, you regain health equal to your Constitution modifier.
Shadowmoor Change. When Lorwyn becomes Shadowmoor, your alignment changes to Chaotic Evil.
Half-Plant. You gain the Plant creature type.
Languages. You speak Common, Sylvan, and Entish.
Flamekin
Ability Score Improvement. Your Charisma score goes up by 2, and your Dexterity score goes up by 1.
Age. Flamekin commonly reach adulthood around the age of 15, and can live for about 70 years.
Alignment. Flamekin are as chaotic as fire, but often neutral.
Size. Flamekin stand around 5 and a half feet tall and usually weigh about 110 pounds. Your size is medium.
Speed. Your base walking speed is 30 feet.
Descended from Fire. You learn the Control Flames cantrip. At 3rd level, you can cast Scorching Ray once with this trait. At 5th level, you can cast Flaming Sphere as a 3rd level spell once with this trait. Once you cast either spell, you must finish a long rest before you can cast them again. Charisma is your Spellcasting ability for these spells.
Made of Flame. You gain resistance to fire damage.
Illumination. You shed bright light in a 15 foot radius, and dim light for another 15 feet.
Wreath of Fire. You have 2 flame dice, which are d4s. In response to being attacked, you can expand however many die on the attacker. Roll the die and deal that much fire damage to the attacker. Once you use a die, you must finish a long rest to get it back. You gain an additional die at 4th level, 8th level, 12th level, and 16th level.
Shadowmoor Change. When Lorwyn turns into Shadowmoor, your alignment changes to Neutral Evil. You turn into a skeleton, though none of your stats change, and you are not undead.
Elemental. You gain the Elemental type.
Languages. You speak Common and Primordial.
D&D is a game for nerds... so I guess I'm one :p
They seem like fun and flavorful classes. I'm no superb homebrewer myself but I will offer my opinions. They do all have one ability that seems amazingly good or OP. The Fae have Quickguarded which makes them basically impossible to gang up on. I don't even know how to fix that one while keeping it as a reaction. Sunlight Reinvigoration for Treefolk is crazy. You get a ton of great stuff from it and chances are most of your adventuring will be during the day. I would restrict it to just the advantage on saving throws. The free unlimited healing and +10 movement speed seem to be overkill.
Wreath of Fire would be much better as a bonus action than as a reaction. One of the big problems is that things on reaction eat into the action economy of the enemy. Better for you to have one big turn than to pummel the enemy on your turn and their own turn too.
Thanks! I was gunning for the Sunlight Reinvigoration to be a big thing, as a way to offset 25 speed and because there's not much else going for it, but maybe I should take away the healing. I had no idea the Quick Guarded was such a big thing, I'll have to keep that in mind as I edit the races. I also see what you mean for the wreath of flames being a bonus action, though maybe at some level the die could go up?
thx again!
D&D is a game for nerds... so I guess I'm one :p
I've updated it! I've changed the Quick Guarded trait to Faeish Tactics, which is a lot weaker, giving proficiency in certain weapons, I've also changed the Sunlight Reinvigoration to Sunlit Burst, which has limited charges, but is kind to like Sunlight Reinvigoration. For the Flamekin I took out the Spellcasting but made Wreath of Fire a lot more potent, and it's now a bonus action. Both Sunlit Burst and Wreath of Flames scale at the same levels, but you can only use 1 die per time.
@Timoden actually most of the adventuring would take place in the night, it's part of the setting, once every 300 years Lorwyn (an always day, good feelings kind of place), turns into Shadowmoor (an always night, evil place) and basically it's a whole cycle, but either way, in Shadowmoor they would be to underpowered, and in Lorwyn to underpowered. And since it would be mostly in Shadowmoor, it would take away a key part of the race.
Here they are!
Fae
Ability Score Improvement. Your Dexterity score goes up by 2.
Age. Fae typically reach adulthood in their early thirties, and can live for around two centuries. Alignment. Fae are very chaotic in nature, and can be good or bad.
Size. Fae usually stand around 3 feet tall and weigh around 30 pounds. Your size is small.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Fae Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Faeish Tactics. You gain proficiency with Daggers, Shortswords, Rapiers, and Hand Crossbows.
Resistance of Shadows. When Lorwyn turns into Shadowmoor, you are unaffected.
Fae. You gain the Fey creature type.
Languages. You speak Common and Sylvan.
Subrace. Two types of Fae subraces exist, Air-Bound and Earth-Bound, choose one of them.
Air-Bound
Ability Score Improvement. Your Intelligence score goes up by 1.
Wings. You have wings. You gain a 20 foot flying speed.
Earth-Bound
Ability Score Improvement. Your Constitution score goes up by 1.
Lands Familiarity. You ignore non-magical difficult terrain.
Earthen Knowledge. You learn a Druid cantrip of your choice. Wisdom is your spellcasting ability for it.
Treefolk
Ability Score Improvement. Your Constitution score goes up by 2, and your Wisdom score goes up by 1.
Age. Your kind typically reach adulthood around 60, and may live for up to 500 years.
Alignment. In Lorwyn, Treefolk are typically neutral, taking no big interest in politics or social structures, and lawful, having their own set of traditional laws. In Shadowmoor, Treefolk are almost always Chaotic Evil.
Size. Treefolk usually stand around 7 feet tall and weigh about 500 pounds. Your size is medium.
Speed. Your base walking speed is 25 feet.
Natural Armor. Your bark grants you some protection. While unarmored, your base Armor Class is 13+ your Dexterity modifier.
Survival Instinct. You gain proficiency in the Survival and Nature skills.
Sunlit Burst. You have 2 Energy Dice, which are d4s. As a bonus action, you can expend one die. When you expend one, roll it, and regain that many hit points. In addition, increase your speed by 10 feet for that turn. You regain any spent Energy Die when you complete a long rest. You gain an additional die at 3rd level, 7th level, 11th level, 15th level, and 19th level. The die changes to a d6 at 4th level, a d8 at 9th level, and a d10 at 14th level.
Shadowmoor Change. When Lorwyn becomes Shadowmoor, your alignment changes to Chaotic Evil.
Half-Plant. You gain the Plant creature type.
Languages. You speak Common, Sylvan, and Entish.
Flamekin
Ability Score Improvement. Your Charisma score goes up by 2, and your Dexterity score goes up by 1.
Age. Flamekin commonly reach adulthood around the age of 15, and can live for about 70 years.
Alignment. Flamekin are as chaotic as fire, but often neutral.
Size. Flamekin stand around 5 and a half feet tall and usually weigh about 110 pounds. Your size is medium.
Speed. Your base walking speed is 30 feet.
Made of Flame. You gain resistance to fire damage.
Illumination. You shed bright light in a 15 foot radius, and dim light for another 15 feet.
Wreath of Fire. You have 2 Flame Dice, which are d4s. As a bonus action, you can expend one die. When you expend one, roll it, and deal fire damage damage equal to the roll to any target of your choice. You regain any spent Flame Die when you complete a long rest. You gain an additional die at 3rd level, 7th level, 11th level, 15th level, and at 19th level. The die changes to a d6 at 4th level, a d8 at 9th level, and a d10 at 14th level.
Shadowmoor Change. When Lorwyn turns into Shadowmoor, your alignment changes to Neutral Evil. You turn into a skeleton, though none of your stats change, and you are not undead.
Elemental. You gain the Elemental type.
Languages. You speak Common and Primordial.
D&D is a game for nerds... so I guess I'm one :p
The air-bound fae should have their ability to fly limited to when they're unencumbered and wearing only light armor, I think.
Also, Wreath of Fire needs more tweaks. First, it needs to have some sort of range. Also, it should probably require either an attack roll or a saving throw, or be changed to go off when you hit with an attack (and still have a range limit).
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
ahhh I didn't see that it didn't have any range. I think 10 feet is appropriate and with a ranged attack roll using charisma. Thanks for the catch about the flying speed, I didn't even think about that, but I guess a 30-pound race shouldn't be able to fly with armor twice as heavy as them.
D&D is a game for nerds... so I guess I'm one :p
If you're going to have a ranged attack with Wreath of Flames it should reach at least 30 feet, possibly 60. Ten feet means that you have precisely one square where you can use it effectively, and one square where you'll automatically have disadvantage on it- drops it down to being worthless.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I changed it to 15 feet, what you said about the range dos make sense, but I don't want it to be a backline spell slinger, with a bonus action to do more damage, with the charisma boost, it would make a really good elemental adept fire sorcerer.
And 15 feet goes with it's illumination trait.
D&D is a game for nerds... so I guess I'm one :p
That's better, but I feel that the extremely limited range still makes it rather weak.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
hmmm.... then maybe make it disadvantage for an additional 15 feet? It would make it go with Illumination, makes it more versatile, and represents flames sputtering out. Or maybe make it half damage with no disadvantage?
D&D is a game for nerds... so I guess I'm one :p
Honestly, a ranged spell attack out to 30 feet seems perfectly balanced by itself. This is not a powerful ability and it's very limited in use.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.