Originally i was making a 5 Walking speed race as a joke but i was inspired during it so i put some effort into making this, kinda looking for thoughts, opinions, improvements or such on it https://www.dndbeyond.com/races/294202-han-kazenoko
"Speed You have a base walking speed of 5, and a base flying speed of 10 which you hover with."
This is going to infuriate the party. Unless using a carriage your party's travel speed is equal to the slowest member of the party. At most 10 ft means they must leave you behind and wait hours for you to finally get there or travel at your pace which is insanely slow. Having to wait until Level 5 to be able to get anywhere normally is a long time.
"Ability score increase Your Wisdom and Dexterity scores increase by 1"
Given the utter lack of anything worth decreasing the ASI for, and given the wind nature, this would be better as +2 Dex, +1 Wis.
"Living Magic. You are a magical creature, considered both an elemental and a humanoid. You are immune to diseases. You do not need to eat, drink, or breathe, but you may choose to do so if you wish."
The immunity to disease and so on is fine, no different than a warforged, (and has almost no mechanical impact) but it presents confusion saying "elemental" - would this not be Fiend? You say they're half human, half demon (demons are Fiends). Elementals and demons are very different. By allowing the player to be considered an elemental means some odd interactions with some spells and magic items that specificall grant control, imprisonment or summoning of Elementals. I personally would leave it as humanoid. Tieflings are part fiend and are kept as humanoid. Genasi are part elemental and are kept as humanoid.
"Windy body You are quite difficult to hit. when using the dodge action you have a +10 to dexterity saving throws, and the consistent current of air around you gives disadvantage to ranged attacks made against you."
The disadvantage to range attacks is a bit superfluous: when taking the Dodge action you already impose disadvantage to ALL attacks made against you: melee and ranged alike.
I do think the +10 is a bit much, especially for level 1. I would recommend:
"You are difficult to hit. You have proficiency in Dexterity saving throws. When you use the Dodge action on your turn you gain the following benefits until the start of your next turn:
- Your proficiency bonus is doubled for Dexterity saving throws you make.
- Your gain a bonus to your Armor Class equal to your proficiency bonus."
This will mean the bonus isn't too strong, it increases as you level and can be very useful when being defensive.
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It's a great idea but it's rather underpowered almost to the point of liability and parts are confusing. Vulnerability to fire is a bit much,. Perhaps that should be termpered?
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Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
so should i remove the 10 fly and just bump it to 30 at level 1 and allow regular flight at level 5. cause it still retains the antimagic weakness as discribed in my second post. and the other points i agree with you on entirely, but the fire vunerability i think makes sense logicly. they constantly have a soft current of air flowing around them, or i can just make it disadvantage against fire damage
I shared the third version (experiemented with learning the snippet highlight codes and did some spellchecking) and edited the first post, if it looks better now
Originally i was making a 5 Walking speed race as a joke but i was inspired during it so i put some effort into making this, kinda looking for thoughts, opinions, improvements or such on it https://www.dndbeyond.com/races/294202-han-kazenoko
My Spells, My Races, My Magic Items, My Monsters, My Subclasses,
"Speed
You have a base walking speed of 5, and a base flying speed of 10 which you hover with."
This is going to infuriate the party. Unless using a carriage your party's travel speed is equal to the slowest member of the party. At most 10 ft means they must leave you behind and wait hours for you to finally get there or travel at your pace which is insanely slow. Having to wait until Level 5 to be able to get anywhere normally is a long time.
"Ability score increase
Your Wisdom and Dexterity scores increase by 1"
Given the utter lack of anything worth decreasing the ASI for, and given the wind nature, this would be better as +2 Dex, +1 Wis.
"Living Magic.
You are a magical creature, considered both an elemental and a humanoid. You are immune to diseases. You do not need to eat, drink, or breathe, but you may choose to do so if you wish."
The immunity to disease and so on is fine, no different than a warforged, (and has almost no mechanical impact) but it presents confusion saying "elemental" - would this not be Fiend? You say they're half human, half demon (demons are Fiends). Elementals and demons are very different. By allowing the player to be considered an elemental means some odd interactions with some spells and magic items that specificall grant control, imprisonment or summoning of Elementals. I personally would leave it as humanoid. Tieflings are part fiend and are kept as humanoid. Genasi are part elemental and are kept as humanoid.
"Windy body
You are quite difficult to hit. when using the dodge action you have a +10 to dexterity saving throws, and the consistent current of air around you gives disadvantage to ranged attacks made against you."
The disadvantage to range attacks is a bit superfluous: when taking the Dodge action you already impose disadvantage to ALL attacks made against you: melee and ranged alike.
I do think the +10 is a bit much, especially for level 1. I would recommend:
"You are difficult to hit. You have proficiency in Dexterity saving throws. When you use the Dodge action on your turn you gain the following benefits until the start of your next turn:
- Your proficiency bonus is doubled for Dexterity saving throws you make.
- Your gain a bonus to your Armor Class equal to your proficiency bonus."
This will mean the bonus isn't too strong, it increases as you level and can be very useful when being defensive.
-
It's a great idea but it's rather underpowered almost to the point of liability and parts are confusing. Vulnerability to fire is a bit much,. Perhaps that should be termpered?
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
so should i remove the 10 fly and just bump it to 30 at level 1 and allow regular flight at level 5. cause it still retains the antimagic weakness as discribed in my second post. and the other points i agree with you on entirely, but the fire vunerability i think makes sense logicly. they constantly have a soft current of air flowing around them, or i can just make it disadvantage against fire damage
My Spells, My Races, My Magic Items, My Monsters, My Subclasses,
I shared the third version (experiemented with learning the snippet highlight codes and did some spellchecking) and edited the first post, if it looks better now
My Spells, My Races, My Magic Items, My Monsters, My Subclasses,