I just got on my laptop so I can actually type. Here is an example of a plane-touched feat for context.
Touched By Pandemonium
Your character has developed a affinity for the plane of Pandemonium. You gain a +1 to constitution, as well as resistance on saving throws against madness. Additionally, you can call forth the winds of Pandemonium as an action. Each creature within 15 feet of you must make a wisdom saving throw dc (insert difficulty class calculation). Each creature that fails that save acts as if under the effects of the confusion spell for the next round. You can activate this feature once per long rest.
This is just an example, and isn't at all balanced. The feats would represent the changes that visiting a plane had on a mortal, not something they were born with. The racial template idea is much neater though.
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A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
The template does make more sense. The feat idea seemed less likely. If wizard's did do the template idea, it would probably end up only being for the phb races. I doubt a Bytopia-touched yuan-ti will ever exist. (But it would be funny if it did). The reason why I think this is that the phb races are fairly basic, mostly asis and a couple simple features. For other races, the additional racial features are most of the draw of the race, and what makes it balanced, so I don't think they would make templates for those.
Yeah, they'd probably only list out the PHB races and what each would replace to do so. It'd be fairly difficult, but I feel like it could be done with enough work and development. They'd probably have to playtest it in UA, so it's not that likely, but could happen.
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Please check out my homebrew, I would appreciate feedback:
So, the Abyss and Gehanna could also be solved by a "cambion" race.
Mechanus could give us Rogue Modrons!
What do you think?
if they do rouge modrons, that will be an uppward battle to figure out how to distinguish them from the warforged, and how to give them the traits of an modron without stepping to far out of what an player character is supposed to do, but it might be doable.
One might even see them embracing the mechanical nature of the modron, give them full immunity to poison damage and poisoned condition, make their creature type construct and giving them an racial trait or two to make up for their inability to be healed by healing spells (such as an character proficient with smiths tools or tinker's tools can use an action to "repair" an modron, letting the modron spend hit dice to regain hit points in the middle of battle and also making shure that the modron regains 2d6 hit points when an mending spell is cast on them). Most modrons also get wings, that might be a problem, as it would restrict players to duodrones and tridrones rather than the cuter monodrones players probably want to play as unless your wings broke, and having 120 foot truesight might break the campaign unless you have some kind of lens problem
simply put modrons would be problematic at best, we do not have any kind of level reduction as an handicap for races in 5e (something that is probably for the best) and it is kinda hurting this idea of an playable modron race a little since flying, truesight and poison immunity might be a little powerful, even if we do not give them any mid battle healing whatsoever or even the luxury of mending and force them to rely on hit dice and the few healings spells that work on constructs
(edit: so i went and did som basic research and modrons do not have poison immunity?)
i have in the past made an tiefling subrace born from an chain devil, as well as one born from an succubi / incubi, instead of spells they get special powers as they level up
So, the Abyss and Gehanna could also be solved by a "cambion" race.
Mechanus could give us Rogue Modrons!
What do you think?
if they do rouge modrons, that will be an uppward battle to figure out how to distinguish them from the warforged, and how to give them the traits of an modron without stepping to far out of what an player character is supposed to do, but it might be doable.
One might even see them embracing the mechanical nature of the modron, give them full immunity to poison damage and poisoned condition, make their creature type construct and giving them an racial trait or two to make up for their inability to be healed by healing spells (such as an character proficient with smiths tools or tinker's tools can use an action to "repair" an modron, letting the modron spend hit dice to regain hit points in the middle of battle and also making shure that the modron regains 2d6 hit points when an mending spell is cast on them). Most modrons also get wings, that might be a problem, as it would restrict players to duodrones and tridrones rather than the cuter monodrones players probably want to play as unless your wings broke, and having 120 foot truesight might break the campaign unless you have some kind of lens problem
simply put modrons would be problematic at best, we do not have any kind of level reduction as an handicap for races in 5e (something that is probably for the best) and it is kinda hurting this idea of an playable modron race a little since flying, truesight and poison immunity might be a little powerful, even if we do not give them any mid battle healing whatsoever or even the luxury of mending and force them to rely on hit dice and the few healings spells that work on constructs
I would have Modron be a race, and the different types as subraces, but the subraces would give most of the features, like how Shifter subraces work. Also, Modrons aren't like Warforged at all, IMHO. Sure, they are weird fleshy-robots, but Warforged are human-shaped. Modrons are boxes, circles, and other shapes.
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Please check out my homebrew, I would appreciate feedback:
I would have Modron be a race, and the different types as subraces, but the subraces would give most of the features, like how Shifter subraces work. Also, Modrons aren't like Warforged at all, IMHO. Sure, they are weird fleshy-robots, but Warforged are human-shaped. Modrons are boxes, circles, and other shapes.
yeah they are clearly diffrent from warforged, but they will have to to a bit of work to justify their existence. Also following the rule of cool, you would have to give every modron truesight, also in 5e there are not a whole lot of mechanical distinctiveness between diffrent modron types, how would you do about making subraces without going the path of the kobold and making stuff up?
also hey guys would it not be neat if the class feature variants in the future did not just fix so called "pain points" in the classes but actiually also gave you new experiences and new opportunities, for instance allowing alternate casting stats for certain classes, for instance letting warlocks use intelegence for their invocations and spells, allowing paladins to swear their oath at level 1 and get level one oath features / allowing an paladin to swear an "minor oath" at level one that determines their level 1 abilities from a small list (lay on hands and divine sense is one of the option, another feature might detect something diffrent and have a more offensive use etc), an spell- less ranger like the one seen in that one UA article but actiually good, an bard who uses an spell book with music sheets in them like they used to back in like 2nd edition, paladins and warlocks having an optional honor / loyaly score as their casting stat representing how properly they follow their pact or oath, where falling below a certain standard means loosing your spells completely until you attone as to put mechanical weight on that thing, an bard or artificer variant where their spells really are mechanically diffrent becuase they are flavoured as being items or music, where you get certain benefits and drawbacks from it (an bard might be able to perform somatic components by dancing but others must see them, you are able to pass along the item you made to cast your spells but the item might be targeted and destroyed by your enemies and must physically travel to its target), an "archivist" wizard using mostly the cleric or bard spell list instead of wizard but who is able to at 4th, 8th, 12th and 16th level have one of their free spells in their spellbook come from the wizard spell list, warlocks perhaps being able to split up one of their spell slots into smaller ones to have more weaker spells for a particular fight or being able to expend one of their mystic arcanums to cast their normal warlock spells at levels higher than 5.
Simply put, class feature variants is an opportunity to give new experiences to the classes, they are optional so there is no harm in going loose to really hammer in the ideals of an particular class or distancing themselves from it, they used it to adress some major flaws and that is good and all, but could we not also see some proper variants, things that really shake up how the class works? Would these addition not bring great joy to many players?
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
"Simply put, class feature variants is an opportunity to give new experiences to the classes, they are optional so there is no harm in going loose to really hammer in the ideals of an particular class or distancing themselves from it, they used it to adress some major flaws and that is good and all, but could we not also see some proper variants, things that really shake up how the class works? Would these addition not bring great joy to many players?" - ArtificeMeal
Honestly, I believe this is best done through the subclasses. I would not really even want Variant Class Abilities if it weren't for the fact that there are a few issues with the classes in their current state. Subclasses already fill the role that Variant Class Abilities have played in the previous editions of the game.
"Simply put, class feature variants is an opportunity to give new experiences to the classes, they are optional so there is no harm in going loose to really hammer in the ideals of an particular class or distancing themselves from it, they used it to adress some major flaws and that is good and all, but could we not also see some proper variants, things that really shake up how the class works? Would these addition not bring great joy to many players?" - ArtificeMeal
Honestly, I believe this is best done through the subclasses. I would not really even want Variant Class Abilities if it weren't for the fact that there are a few issues with the classes in their current state. Subclasses already fill the role that Variant Class Abilities have played in the previous editions of the game.
I agree. I would prefer more subclasses, rather than variant abilities. Variants should only go to classes that really need them, like Ranger.
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A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
I just got on my laptop so I can actually type. Here is an example of a plane-touched feat for context.
Touched By Pandemonium
Your character has developed a affinity for the plane of Pandemonium. You gain a +1 to constitution, as well as resistance on saving throws against madness. Additionally, you can call forth the winds of Pandemonium as an action. Each creature within 15 feet of you must make a wisdom saving throw dc (insert difficulty class calculation). Each creature that fails that save acts as if under the effects of the confusion spell for the next round. You can activate this feature once per long rest.
This is just an example, and isn't at all balanced. The feats would represent the changes that visiting a plane had on a mortal, not something they were born with. The racial template idea is much neater though.
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
Yeah, they'd probably only list out the PHB races and what each would replace to do so. It'd be fairly difficult, but I feel like it could be done with enough work and development. They'd probably have to playtest it in UA, so it's not that likely, but could happen.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
When do you think we will see the next UA? Second week of June?
She/Her Player and Dungeon Master
if they do rouge modrons, that will be an uppward battle to figure out how to distinguish them from the warforged, and how to give them the traits of an modron without stepping to far out of what an player character is supposed to do, but it might be doable.
One might even see them embracing the mechanical nature of the modron,
give them full immunity to poison damage and poisoned condition, make their creature type construct and giving them an racial trait or two to make up for their inability to be healed by healing spells (such as an character proficient with smiths tools or tinker's tools can use an action to "repair" an modron, letting the modron spend hit dice to regain hit points in the middle of battle and also making shure that the modron regains 2d6 hit points when an mending spell is cast on them). Most modrons also get wings, that might be a problem, as it would restrict players to duodrones and tridrones rather than the cuter monodrones players probably want to play as unless your wings broke, and having 120 foot truesight might break the campaign unless you have some kind of lens problemsimply put modrons would be problematic at best, we do not have any kind of level reduction as an handicap for races in 5e (something that is probably for the best) and it is kinda hurting this idea of an playable modron race a little since flying, truesight and
poison immunitymight be a little powerful, even if we do not give them any mid battle healing whatsoever or even the luxury of mending and force them to rely on hit dice and the few healings spells that work on constructs(edit: so i went and did som basic research and modrons do not have poison immunity?)
i have in the past made an tiefling subrace born from an chain devil, as well as one born from an succubi / incubi, instead of spells they get special powers as they level up
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
It seems like they tend to add to the UA stuff every 2-3 weeks, so yea I think that's a fair time frame to expect more.
It's ok Ranger, you'll always be cool to me.. Unless druid gets another use for its wild shape charges.
Yeah, it's normally the first or second week of the month.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I would have Modron be a race, and the different types as subraces, but the subraces would give most of the features, like how Shifter subraces work. Also, Modrons aren't like Warforged at all, IMHO. Sure, they are weird fleshy-robots, but Warforged are human-shaped. Modrons are boxes, circles, and other shapes.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
They were meant to represent the different die types. Give us your idea.
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I didn't know that. That's cool!
Please check out my homebrew and give me feedback!
Subclasses | Races | Spells | Magic Items | Monsters | Feats | Backgrounds
Where is the 20 sided modron then...
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
Oh you mean the Dice God
Primus?
Then who wields the mighty d100?
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
That’s the sphere modrone
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But a sphere has infinite sides....or it has none. Still, that must be a mighty modron indeed.
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
A sphere has one side. Look at one. There's one side. Clearly, a sphere is the perfect d1 dice.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
what about duodrones? quadrones are cubes aan d6, but what dice is a duodrone then?
yeah they are clearly diffrent from warforged, but they will have to to a bit of work to justify their existence. Also following the rule of cool, you would have to give every modron truesight, also in 5e there are not a whole lot of mechanical distinctiveness between diffrent modron types, how would you do about making subraces without going the path of the kobold and making stuff up?
also hey guys would it not be neat if the class feature variants in the future did not just fix so called "pain points" in the classes but actiually also gave you new experiences and new opportunities, for instance allowing alternate casting stats for certain classes, for instance letting warlocks use intelegence for their invocations and spells, allowing paladins to swear their oath at level 1 and get level one oath features / allowing an paladin to swear an "minor oath" at level one that determines their level 1 abilities from a small list (lay on hands and divine sense is one of the option, another feature might detect something diffrent and have a more offensive use etc), an spell- less ranger like the one seen in that one UA article but actiually good, an bard who uses an spell book with music sheets in them like they used to back in like 2nd edition, paladins and warlocks having an optional honor / loyaly score as their casting stat representing how properly they follow their pact or oath, where falling below a certain standard means loosing your spells completely until you attone as to put mechanical weight on that thing, an bard or artificer variant where their spells really are mechanically diffrent becuase they are flavoured as being items or music, where you get certain benefits and drawbacks from it (an bard might be able to perform somatic components by dancing but others must see them, you are able to pass along the item you made to cast your spells but the item might be targeted and destroyed by your enemies and must physically travel to its target), an "archivist" wizard using mostly the cleric or bard spell list instead of wizard but who is able to at 4th, 8th, 12th and 16th level have one of their free spells in their spellbook come from the wizard spell list, warlocks perhaps being able to split up one of their spell slots into smaller ones to have more weaker spells for a particular fight or being able to expend one of their mystic arcanums to cast their normal warlock spells at levels higher than 5.
Simply put, class feature variants is an opportunity to give new experiences to the classes, they are optional so there is no harm in going loose to really hammer in the ideals of an particular class or distancing themselves from it, they used it to adress some major flaws and that is good and all, but could we not also see some proper variants, things that really shake up how the class works? Would these addition not bring great joy to many players?
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
A d2 is a coin.
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
"Simply put, class feature variants is an opportunity to give new experiences to the classes, they are optional so there is no harm in going loose to really hammer in the ideals of an particular class or distancing themselves from it, they used it to adress some major flaws and that is good and all, but could we not also see some proper variants, things that really shake up how the class works? Would these addition not bring great joy to many players?" - ArtificeMeal
Honestly, I believe this is best done through the subclasses. I would not really even want Variant Class Abilities if it weren't for the fact that there are a few issues with the classes in their current state. Subclasses already fill the role that Variant Class Abilities have played in the previous editions of the game.
She/Her Player and Dungeon Master
I agree. I would prefer more subclasses, rather than variant abilities. Variants should only go to classes that really need them, like Ranger.
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
I see no reason we can’t have both. More opportunities to customize is always preferable to me.
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