Hi, I have recently launched a homebrew race to the public. I am working on a couple of playtests of my own, but it would be great to get the community to play test the race, and give me some feedback on what I can do to improve/balance the race.
The details page does not show everything about the feats as many of these are linked to options that only appear in the character builder.
Please take a look, and play test it a bit and let me know any issues that come up with the mechanics of the race.
Note: The race is a little biased towards magical classes, but can be played on any class.
Hey! Here are my tips as a homebrewer on D&D Beyond. Here is my feedback.
1: I love the lore! Many people homebrew races in the vision of their race, and don't include any lore for them. You have put thought and time into developing your Race into a society with culture, magic, belief etc. For that, I salute you. My advice on the culture is don't make your race "more powerful than three mages." Try to put it on even ground with other races.
2: Generic class feature tips. There are a few things that every race has for class features: Ability Score Increase Age, Alignment, Size, Speed, and Languages. I would recommend including those, in addition to the class features that you already have.
3: Specific class feature tips. I would recommend one of the multi creature type things that was included for the new UAs. Making the race fey/humanoid, or elemental/humanoid will add to the flavor. On that note, the features for marked by an element look purely cosmetic. Try to include that in the trait itself. Take a look at the Genasi race for Kiahr. Slowed dissent works, and isn't too powerful. My advice is to take a bit from both the fey and elemental sides of the board, but still looking at other races to keep things balanced. Main criticism: I don't see how the race currently offers any advantages to both melee and spellcasters.
4: Learning codes & homebrew. It can be difficult to learn how to make certain class features work on the website. Website codes, tables, choice of features, all of it can be frustrating. I recommend looking at the homebrew guides pinned on the channel ( https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules ) to learn how to use the website to it's best degree. (I don't want to be coming off as trying to teach you how to homebrew. They just get more immersive this way).
Not going to quote all of that. Actually, a little teaching would help. It took me way longer than I would like to admit, to get everything to work. :)
1. Lore - I thought I had removed that text before. Guess not. Will look at it more. I think I had intended for it to be a way that other races may see the magical ability of the race.
2. Generic class features - I have included some of those, but they may have the options checked to hide them in builder and sheet. Will correct that.
3. Specific class feats - Yes, the Marked by Element feat, is intended as purely cosmetic. How do you mean, include that in the feat? A note that it is cosmetic, or something else? A note would be easy to add, but to in trying to add the cosmetic options would be difficult as there are 4 Element Kiahr, and each one has a different set of cosmetic appearances. Adding each of the options in the description would post 24 different options. How can I take advantage of the multi creature type? Is there a setting included in the tool sets, or something I should mention in the lore? They are intended to be Fey humanoid. (In my homebrew world they have an origin story that is as long as the culture I posted for them.) Will look at the Genasi and see what it tells.
Main criticism - in my original plan, it was supposed to be a race that was purely spell casters. Even if a melee class was taken, they would gain elemental spells at about 1 per level or per 2 levels, up to about 5th level spells. However this proved very difficult to include in the builder, and was scrapped. It also was not something that I could build that only affected specific classes, and would have affected all classes. As the culture is focused around spell casters, it made sense to me that their feats would evolve to fit a specific mold. As such, even if taking a melee option, racial feats will still be more advantageous towards spell casters. Giving an idea for a character. Wizard bane bounty hunter.
4. I never learned code. All of this was done purely with the options available, making it more difficult, perhaps. I will look over the link. Thank you... In fact it might be a good idea to keep in contact with you for additional criticism and tips. This is my first homebrew on dndbeyond, and it was difficult to say the least.
Rollback Post to RevisionRollBack
You can lead a dwarf to water, but you can't make him get in the boat.
Learning how to code the stuff takes a long time. I actually didn't find the tutorials when I started homebrewing, and figured everything out using trial and error. Real painful. E In addition, subraces are weird on dndbeyond, so I recommend a trait with choices for the studies. Take a look at those videos. You will get better and better at homebrewing more complex things. For example, my first race had no codes, and I copy/pasted most of my lore from a wiki page. My best race has completely original lore, thought out mechanics, working codes, and even replacement traits. I have made mistakes on my published homebrew that I beat myself up with.
Don't strive for perfection. Your own style of homebrew start to develop, and it will be a amazing to see! Your races will start looking like they were made by Wizards of the Coast: https://www.dndbeyond.com/races/569631-lupine. I'm honestly surprised that this is your first homebrew! It is amazing! Keep up the great work!
Hi, I have recently launched a homebrew race to the public. I am working on a couple of playtests of my own, but it would be great to get the community to play test the race, and give me some feedback on what I can do to improve/balance the race.
The details page does not show everything about the feats as many of these are linked to options that only appear in the character builder.
Please take a look, and play test it a bit and let me know any issues that come up with the mechanics of the race.
Note: The race is a little biased towards magical classes, but can be played on any class.
https://www.dndbeyond.com/races/249498-asoteran
Looking forward to feedback.
You can lead a dwarf to water, but you can't make him get in the boat.
Hey! Here are my tips as a homebrewer on D&D Beyond. Here is my feedback.
1: I love the lore! Many people homebrew races in the vision of their race, and don't include any lore for them. You have put thought and time into developing your Race into a society with culture, magic, belief etc. For that, I salute you. My advice on the culture is don't make your race "more powerful than three mages." Try to put it on even ground with other races.
2: Generic class feature tips. There are a few things that every race has for class features: Ability Score Increase Age, Alignment, Size, Speed, and Languages. I would recommend including those, in addition to the class features that you already have.
3: Specific class feature tips. I would recommend one of the multi creature type things that was included for the new UAs. Making the race fey/humanoid, or elemental/humanoid will add to the flavor. On that note, the features for marked by an element look purely cosmetic. Try to include that in the trait itself. Take a look at the Genasi race for Kiahr. Slowed dissent works, and isn't too powerful. My advice is to take a bit from both the fey and elemental sides of the board, but still looking at other races to keep things balanced. Main criticism: I don't see how the race currently offers any advantages to both melee and spellcasters.
4: Learning codes & homebrew. It can be difficult to learn how to make certain class features work on the website. Website codes, tables, choice of features, all of it can be frustrating. I recommend looking at the homebrew guides pinned on the channel ( https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules ) to learn how to use the website to it's best degree. (I don't want to be coming off as trying to teach you how to homebrew. They just get more immersive this way).
Hope you enjoyed my opinion.
My only good homebrews: Races, Subclasses.
An aspiring DM and Homebrewer. Ask me if you need anything.
Not going to quote all of that. Actually, a little teaching would help. It took me way longer than I would like to admit, to get everything to work. :)
1. Lore - I thought I had removed that text before. Guess not. Will look at it more. I think I had intended for it to be a way that other races may see the magical ability of the race.
2. Generic class features - I have included some of those, but they may have the options checked to hide them in builder and sheet. Will correct that.
3. Specific class feats - Yes, the Marked by Element feat, is intended as purely cosmetic. How do you mean, include that in the feat? A note that it is cosmetic, or something else? A note would be easy to add, but to in trying to add the cosmetic options would be difficult as there are 4 Element Kiahr, and each one has a different set of cosmetic appearances. Adding each of the options in the description would post 24 different options. How can I take advantage of the multi creature type? Is there a setting included in the tool sets, or something I should mention in the lore? They are intended to be Fey humanoid. (In my homebrew world they have an origin story that is as long as the culture I posted for them.) Will look at the Genasi and see what it tells.
Main criticism - in my original plan, it was supposed to be a race that was purely spell casters. Even if a melee class was taken, they would gain elemental spells at about 1 per level or per 2 levels, up to about 5th level spells. However this proved very difficult to include in the builder, and was scrapped. It also was not something that I could build that only affected specific classes, and would have affected all classes. As the culture is focused around spell casters, it made sense to me that their feats would evolve to fit a specific mold. As such, even if taking a melee option, racial feats will still be more advantageous towards spell casters. Giving an idea for a character. Wizard bane bounty hunter.
4. I never learned code. All of this was done purely with the options available, making it more difficult, perhaps. I will look over the link. Thank you... In fact it might be a good idea to keep in contact with you for additional criticism and tips. This is my first homebrew on dndbeyond, and it was difficult to say the least.
You can lead a dwarf to water, but you can't make him get in the boat.
Learning how to code the stuff takes a long time. I actually didn't find the tutorials when I started homebrewing, and figured everything out using trial and error. Real painful. E In addition, subraces are weird on dndbeyond, so I recommend a trait with choices for the studies. Take a look at those videos. You will get better and better at homebrewing more complex things. For example, my first race had no codes, and I copy/pasted most of my lore from a wiki page. My best race has completely original lore, thought out mechanics, working codes, and even replacement traits. I have made mistakes on my published homebrew that I beat myself up with.
Don't strive for perfection. Your own style of homebrew start to develop, and it will be a amazing to see! Your races will start looking like they were made by Wizards of the Coast: https://www.dndbeyond.com/races/569631-lupine. I'm honestly surprised that this is your first homebrew! It is amazing! Keep up the great work!
My only good homebrews: Races, Subclasses.
An aspiring DM and Homebrewer. Ask me if you need anything.