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 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?
Okay, here it goes (I'm only making 2 subraces as an example):
Rogue Modron
Ability Score Increase. Your Constitution score increases by 1 and your Dexterity score increases by 1.
Age. Modrons do not age, and can be any amount of years old, back to the forming of the Outer Planes. You are immune to magical aging effects.
Alignment. Being created in Mechanus, the plane of absolute law, Modrons, including Rogue Modrons, are normally lawful neutral. A few Rogue Modrons can turn to another alignment, but normally stay some lawful or neutral alignment.
Size. Your size is Medium. Modrons fall between 4-6 feet in height, with variations between types, but normally staying within this range.
Speed. Your base walking speed is 30 feet. Some subraces have wings or increased speed, which is specified in the subrace description if there are changes or additions to the speed.
Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
You don’t need to eat, drink, or breathe.
You are immune to disease.
You don’t need to sleep, and magic can’t put you to sleep.
Truesight. You have truesight to a range of 5 feet times your proficiency bonus.
Axiomatic Mind. You have advantage on saving throws against being charmed, frightened, or compelled to do a task you are not willing to do.
Natural Armor. While not wearing armor, your armor class is calculated by 13 + your Constitution modifier.
Languages. You can speak, read, and write Common and Modron.
Subrace. There are 5 main different designs of modron, which is your subrace. Your physical appearance is determined by this subrace, as well as other features.
Monodrone
Your physical appearance is of a cycloptic sphere with 2 spindly legs, 2 thin arms, and 2 frail, feathered wings.
Ability Score Increase. Your Constitution Score increases by 1 and your Intelligence score decreases by 2.
Flight. You gain a flying speed of 30 feet.
Simplistic Nature. Your mind was originally designed to only handle singular simple tasks at a time. When you became a rogue modron, you broke free of these limiting factors of your nature, but they are still built into your mind. You can occasionally benefit from momentarily reverting back to this. When you hit a creature with an attack, you may ignore rolling for damage, and instead use the average damage roll for the whole of this attack.
You may use this feature an amount of times per long rest equal to half your proficiency bonus.
Duodrone
Your physical appearance is that of a cube, split down your "waist" and connected by a spring with 2 gears on each section. You have 2 eyes, and 2 thin arms, and 2 spindly legs.
Ability Score Increase. Your Dexterity score increases additionally by 1 and your Charisma score decreases by 2.
Fists. Your unarmed strikes made with your fists deal damage equal to 1d4 + your Strength modifier.
Dual Nature. As a bonus action, you may activate this ability, becoming more effective in battle. When you activate this ability, you may make an attack with your fist. While effected by this ability, when you take the Attack action on your turn, you may use a bonus action to attack with your fist or to grapple a creature within range.
Once you use this ability, you cannot do so again until you take a short or long rest.
This is what I was kind of thinking of for the race. Any thoughts?
(If they want to be really experimental, they can have you change types as you level up, instead of choosing it as a subrace.)
Okay, here it goes (I'm only making 2 subraces as an example):
This is what I was kind of thinking of for the race. Any thoughts?
(If they want to be really experimental, they can have you change types as you level up, instead of choosing it as a subrace.)
the thing about that is that modrons change by geting promoted, something that seems exclusive to modrons within the hierarchy, and also depends on your superiors slowly dying as you level up
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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
Okay, here it goes (I'm only making 2 subraces as an example):
This is what I was kind of thinking of for the race. Any thoughts?
(If they want to be really experimental, they can have you change types as you level up, instead of choosing it as a subrace.)
the thing about that is that modrons change by geting promoted, something that seems exclusive to modrons within the hierarchy, and also depends on your superiors slowly dying as you level up
If you're a rogue modron, that doesn't matter, but you lose the Axiomatic Mind trait.
The truesight is entirely dependent on level, though. It starts out very weak, and not overpowered, and gradually gets more powerful. Modrons have truesight, so I tried to find a way to make it be in their race, while still being not super overpowered. If you have anyway to change this feature, I'll probably change it.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
Okay, here it goes (I'm only making 2 subraces as an example):
This is what I was kind of thinking of for the race. Any thoughts?
(If they want to be really experimental, they can have you change types as you level up, instead of choosing it as a subrace.)
the thing about that is that modrons change by geting promoted, something that seems exclusive to modrons within the hierarchy, and also depends on your superiors slowly dying as you level up
If you're a rogue modron, that doesn't matter, but you lose the Axiomatic Mind trait.
Yeah, I saw that they lost that. I kept it as a racial feature because IMO it just makes sense for them to have this feature that I gave them. If you have any ideas on what should replace it, I'll probably change it.
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Please check out my homebrew, I would appreciate feedback:
This is what I was kind of thinking of for the race. Any thoughts?
(If they want to be really experimental, they can have you change types as you level up, instead of choosing it as a subrace.)
Truesight as a racial feature is waaaay too much.
"Natural Armor. While not wearing armor, your armor class is calculated by 13 + your constitution score."
I assume you mean constitution modifier not score.
Otherwise they seem pretty on par.
I agree that truesight is too much. I believe there is an Epic Boon, which are only attainable by 20th level characters, that only gives 60 feet of truesight. At 20th level, you would have 200 ft of truesight. In the early levels, it would render illusions and invisibility useless, and lets you see into the ethereal plane. Modrons do have truesight, so if you remove it you would have to think of a lore reason why. Maybe the loss of the axiomatic mind damaged the way it was able to view reality?
"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.
well, for all of the examples i gave, they are things that changes core mechanics of the class and things that would be out of the scope of an class, you cannot let a player choose a minor 1st level oath if it is tied to a choice you make at 3rd level, you cannot make a spell less ranger as an archetype as you would need to retroactively remove your own spellcasting from 2nd level, changing the casting stat or some other spellcasting mechanic should also be something not tied to subclasses. There are many things best done through subclasses, yes, but there are also opportunities for customization and doing things that would not be apt for subclasses
This is what I was kind of thinking of for the race. Any thoughts?
(If they want to be really experimental, they can have you change types as you level up, instead of choosing it as a subrace.)
Truesight as a racial feature is waaaay too much.
"Natural Armor. While not wearing armor, your armor class is calculated by 13 + your constitution score."
I assume you mean constitution modifier not score.
Otherwise they seem pretty on par.
problem tho: if they dont get truesight, they might not really feel like modrons, it is a trait that every modron shares and something that an modron player race should have as well, should it not?
Rollback Post to RevisionRollBack
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
I agree that truesight is too much. I believe there is an Epic Boon, which are only attainable by 20th level characters, that only gives 60 feet of truesight. At 20th level, you would have 200 ft of truesight. In the early levels, it would render illusions and invisibility useless, and lets you see into the ethereal plane. Modrons do have truesight, so if you remove it you would have to think of a lore reason why. Maybe the loss of the axiomatic mind damaged the way it was able to view reality?
or you slightly alter the exact mechanics of truesight such as removing the part about the etherial plane (or give it all its aspects but you cannot see in the dark, since everything has darkvision nowadays that would be hilarious), make shure that it caps at 60 or 120 ft
Rollback Post to RevisionRollBack
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
I agree that truesight is too much. I believe there is an Epic Boon, which are only attainable by 20th level characters, that only gives 60 feet of truesight. At 20th level, you would have 200 ft of truesight. In the early levels, it would render illusions and invisibility useless, and lets you see into the ethereal plane. Modrons do have truesight, so if you remove it you would have to think of a lore reason why. Maybe the loss of the axiomatic mind damaged the way it was able to view reality?
or you slightly alter the exact mechanics of truesight such as removing the part about the etherial plane (or give it all its aspects but you cannot see in the dark, since everything has darkvision nowadays that would be hilarious), make shure that it caps at 60 or 120 ft
What if I changed the way it scales to 5 feet times your proficiency bonus? That makes it start at 10 feet as normal, and it caps at 30 feet, like the monster stat blocks for all modrons. This could also make the epic boon be worth taking, still. I agree. 200 feet of truesight is too much, but I do think they should get it.
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Please check out my homebrew, I would appreciate feedback:
There are reasons why a lot creatures are not appropriate to be used as PCs. Truesight is too much to give to a character at first level.
Modrons historically have true sight. I think I'll keep it. 10 feet of truesight won't do you much good in the first tier of play. It'll 100% be very useful, but not necessarily gamebreaking.
What do you guys think about the Axiomatic Mind trait? Should I get rid of it?
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Please check out my homebrew, I would appreciate feedback:
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.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
This /\ /\
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Okay, here it goes (I'm only making 2 subraces as an example):
This is what I was kind of thinking of for the race. Any thoughts?
(If they want to be really experimental, they can have you change types as you level up, instead of choosing it as a subrace.)
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
the thing about that is that modrons change by geting promoted, something that seems exclusive to modrons within the hierarchy, and also depends on your superiors slowly dying as you 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
If you're a rogue modron, that doesn't matter, but you lose the Axiomatic Mind trait.
Truesight as a racial feature is waaaay too much.
"Natural Armor. While not wearing armor, your armor class is calculated by 13 + your constitution score."
I assume you mean constitution modifier not score.
Otherwise they seem pretty on par.
Nice catch. I fixed it.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
The truesight is entirely dependent on level, though. It starts out very weak, and not overpowered, and gradually gets more powerful. Modrons have truesight, so I tried to find a way to make it be in their race, while still being not super overpowered. If you have anyway to change this feature, I'll probably change it.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Yeah, I saw that they lost that. I kept it as a racial feature because IMO it just makes sense for them to have this feature that I gave them. If you have any ideas on what should replace it, I'll probably change it.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I agree that truesight is too much. I believe there is an Epic Boon, which are only attainable by 20th level characters, that only gives 60 feet of truesight. At 20th level, you would have 200 ft of truesight. In the early levels, it would render illusions and invisibility useless, and lets you see into the ethereal plane. Modrons do have truesight, so if you remove it you would have to think of a lore reason why. Maybe the loss of the axiomatic mind damaged the way it was able to view reality?
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
yeah but a duodrone is nowhere near coin shaped, nor shaped like any other kind of dice, same with the pentadrone
well, for all of the examples i gave, they are things that changes core mechanics of the class and things that would be out of the scope of an class, you cannot let a player choose a minor 1st level oath if it is tied to a choice you make at 3rd level, you cannot make a spell less ranger as an archetype as you would need to retroactively remove your own spellcasting from 2nd level, changing the casting stat or some other spellcasting mechanic should also be something not tied to subclasses. There are many things best done through subclasses, yes, but there are also opportunities for customization and doing things that would not be apt for subclasses
problem tho: if they dont get truesight, they might not really feel like modrons, it is a trait that every modron shares and something that an modron player race should have as well, should it not?
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
or you slightly alter the exact mechanics of truesight such as removing the part about the etherial plane (or give it all its aspects but you cannot see in the dark, since everything has darkvision nowadays that would be hilarious), make shure that it caps at 60 or 120 ft
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
There are reasons why a lot creatures are not appropriate to be used as PCs. Truesight is too much to give to a character at first level.
She/Her Player and Dungeon Master
What if I changed the way it scales to 5 feet times your proficiency bonus? That makes it start at 10 feet as normal, and it caps at 30 feet, like the monster stat blocks for all modrons. This could also make the epic boon be worth taking, still. I agree. 200 feet of truesight is too much, but I do think they should get it.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Modrons historically have true sight. I think I'll keep it. 10 feet of truesight won't do you much good in the first tier of play. It'll 100% be very useful, but not necessarily gamebreaking.
What do you guys think about the Axiomatic Mind trait? Should I get rid of it?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms