I am looking for some feedback on balance. I am putting together a race that would be somewhat magic resistant and thinking about implementing it in one the ways in the poll.
Please leave a comment and let me know what you think about the other options/ why you would go with the one you voted for. Or if you would do something else what that would be.
What type of magic are you thinking of? Gnomes have advantage on all intelligence, wisdom, charisma saving throws against magic. But this impacts spells like charm person and modify memory, not fireball or thunderwave.
"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
I was thinking all magic, which is why I am asking about balancing here. If it were just a few types similar to gnomes I would likely just do advantage on them. But advantage on all saving throws against magic seemed like it would be a little strong(my thoughts anyway).
It is, if we look at the School of Abjuration's 14th level ability, we see that it grant advantage on saving throws against spells, not magic as a whole. That said, build the race out, give them advantage against magic, and make sure you have the necessary description text for the race. Then we might be able to provide a more accurate assessment of the trait.
"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
The Yuan-ti Pureblood is a current race that has magic resistance. This is the ability given to any creature that is resistant to magic. I would start with that as the base for whatever race you are cooking up. Keep in mind that the Yuan-ti Pureblood is generally considered among the top tier as far as power goes. If even a little OP.
Magic Resistance
You have advantage on saving throws against spells and other magical effects.
Thanks for the input! I was not aware of the yuan-ti having that trait, never looked into that race to be honest. I like the idea of half proficiency, or proficiency, on ones that they already aren't proficient in. Proficiency was my initial thought when I started.
I will be putting the final touches on the race soon, Just having trouble with this balancing and the actual representation of the resistance on the character sheet.
I added a link in the original post to the race, and went with Proficiency on saving throws against magic that they are not already proficient in to start.
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I am looking for some feedback on balance. I am putting together a race that would be somewhat magic resistant and thinking about implementing it in one the ways in the poll.
Please leave a comment and let me know what you think about the other options/ why you would go with the one you voted for. Or if you would do something else what that would be.
Rakshasa Heritage
Edit: put in link to the race now that I have made it public
What type of magic are you thinking of? Gnomes have advantage on all intelligence, wisdom, charisma saving throws against magic. But this impacts spells like charm person and modify memory, not fireball or thunderwave.
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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
I was thinking all magic, which is why I am asking about balancing here. If it were just a few types similar to gnomes I would likely just do advantage on them. But advantage on all saving throws against magic seemed like it would be a little strong(my thoughts anyway).
It is, if we look at the School of Abjuration's 14th level ability, we see that it grant advantage on saving throws against spells, not magic as a whole. That said, build the race out, give them advantage against magic, and make sure you have the necessary description text for the race. Then we might be able to provide a more accurate assessment of the trait.
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
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
As an off the top of my head I'd be inclined to go with half proficiency on saves not already proficient with (for all magic).
More information would help giving it the right flavour however as others have mentioned.
- Loswaith
The Yuan-ti Pureblood is a current race that has magic resistance. This is the ability given to any creature that is resistant to magic. I would start with that as the base for whatever race you are cooking up. Keep in mind that the Yuan-ti Pureblood is generally considered among the top tier as far as power goes. If even a little OP.
Magic Resistance
You have advantage on saving throws against spells and other magical effects.
Current Characters I am playing: Dr Konstantin van Wulf | Taegen Willowrun | Mad Magnar
Check out my homebrew: Items | Monsters | Spells | Subclasses | Feats
Thanks for the input! I was not aware of the yuan-ti having that trait, never looked into that race to be honest. I like the idea of half proficiency, or proficiency, on ones that they already aren't proficient in. Proficiency was my initial thought when I started.
I will be putting the final touches on the race soon, Just having trouble with this balancing and the actual representation of the resistance on the character sheet.
I added a link in the original post to the race, and went with Proficiency on saving throws against magic that they are not already proficient in to start.