I'm making a homebrew version of the Earth Genasi to make them as appealing as an option as Fire or Water. I'll post their original two abilities, and then the 3 ideas I had to add on. Including a custom racial cantrip. Another friend gave me ideas for how the cantrip could work, which I'll add as alternate options. Would appreciate feedback.
Ability Score Increase
Your Strength score increases by 1.
Earth Walk
You can move across difficult terrain made of earth or stone without expending extra movement.
Merge with Stone
You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
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Darkvision
Earth Genasi enjoy living underground, and have grown used to the dark tunnels and caves underneath the surface. You have superior vision in dark and dim conditions. 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.
Tough Foundation
The power of earth runs through your rocky veins, and makes you that much tougher. You are better prepared for the battles to come. Your hit point maximum increases by 1, and increases by 1 each time you gain a level.
Earth Ward
Using your mastery of earth, you grant a brief protection against blunt, burning, or acidic strikes to yourself or an ally.
By focusing on yourself, or extending your arm towards a nearby ally, you grant a minor protection against certain attacks. The target gains an earth ward, which grants resistance against the next source of Bludgeoning, Fire, or Acid damage dealt to them from a non-internal source. The ward lasts for 10 minutes, or until used once.
An Earth Genasi can use this spell a number of times equal to their Constitution modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Starting at level 7: If you or an ally within 10 feet is being attacked, you can use your reaction to expend a use of Earth Ward. Earth Ward will immediately trigger if the damage type is Bludgeoning, Fire, or Acid.
Friend gave me the idea to replace the cantrip idea, with a +1 bonus to AC, and make it into a once-per-day Temporary-Hitpoint spell that would give half your level to you as temp-hp.
Then that gave me an idea to make the Earth Ward into a Once per day, 20-30ft area spell, that gives all nearby allies inside the radius, a dice-roll determined amount of temporary hit points. The amount being either 1d6 to start, with an extra d6 on level 4, 8, 12, 16, and 20. OR a 1d8, that increases by a d8 on level 5, 10, 15, and 20.
Something unique for the subrace to make up for no resistance.
I like adding Tough Foundation and Darkvision. Earth Ward seems a little too powerful. I would reword it to be a 2nd level spell available to sorcerers, druids, and wizards that levels up when cast using a 4th level spell slot.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Earth ward started as an idea for a unique ability, but ended up just a bit too powerful. If I can narrow down which version of it is the least OP, I might be able to fix it.
Should it be a limited-charge resistance-for-one-certain-attack kind of thing, the temp hp and +1ac, or the group temp-hp spell?
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I'm making a homebrew version of the Earth Genasi to make them as appealing as an option as Fire or Water.
I'll post their original two abilities, and then the 3 ideas I had to add on. Including a custom racial cantrip. Another friend gave me ideas for how the cantrip could work, which I'll add as alternate options. Would appreciate feedback.
Ability Score Increase
Your Strength score increases by 1.
Earth Walk
You can move across difficult terrain made of earth or stone without expending extra movement.
Merge with Stone
You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
-----
Darkvision
Earth Genasi enjoy living underground, and have grown used to the dark tunnels and caves underneath the surface. You have superior vision in dark and dim conditions. 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.
Tough Foundation
The power of earth runs through your rocky veins, and makes you that much tougher. You are better prepared for the battles to come. Your hit point maximum increases by 1, and increases by 1 each time you gain a level.
Earth Ward
Using your mastery of earth, you grant a brief protection against blunt, burning, or acidic strikes to yourself or an ally.
Earth Ward (custom)
Abjuration Racial Cantrip
Casting Time: 1 bonus action
Range: 10ft
Components: S
Duration: 10 minutes
By focusing on yourself, or extending your arm towards a nearby ally, you grant a minor protection against certain attacks. The target gains an earth ward, which grants resistance against the next source of Bludgeoning, Fire, or Acid damage dealt to them from a non-internal source. The ward lasts for 10 minutes, or until used once.
An Earth Genasi can use this spell a number of times equal to their Constitution modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Starting at level 7: If you or an ally within 10 feet is being attacked, you can use your reaction to expend a use of Earth Ward. Earth Ward will immediately trigger if the damage type is Bludgeoning, Fire, or Acid.
Friend gave me the idea to replace the cantrip idea, with a +1 bonus to AC, and make it into a once-per-day Temporary-Hitpoint spell that would give half your level to you as temp-hp.
Then that gave me an idea to make the Earth Ward into a Once per day, 20-30ft area spell, that gives all nearby allies inside the radius, a dice-roll determined amount of temporary hit points. The amount being either 1d6 to start, with an extra d6 on level 4, 8, 12, 16, and 20. OR a 1d8, that increases by a d8 on level 5, 10, 15, and 20.
Something unique for the subrace to make up for no resistance.
I like adding Tough Foundation and Darkvision. Earth Ward seems a little too powerful. I would reword it to be a 2nd level spell available to sorcerers, druids, and wizards that levels up when cast using a 4th level spell slot.
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Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Earth ward started as an idea for a unique ability, but ended up just a bit too powerful. If I can narrow down which version of it is the least OP, I might be able to fix it.
Should it be a limited-charge resistance-for-one-certain-attack kind of thing, the temp hp and +1ac, or the group temp-hp spell?