Can you please the balance of my home brew and ace? I am trying to design a small race that were touched/influenced by the Far Realms. Persecuted because their link of the Far Realms the izrahdi became adept in disappearing and escaping from their enemies. with fast movement and special abilities.
Izrahdi
Ability Score IncreaseYour Constitution score increases by 2. In addition, one ability score of your choice increases by 1
Age
Izrahdi mature at the same rate as humans and are considered an adult around age 40. They can live 350 to almost 500 years.
Alignment
Most izrahdi are lawful, believing firmly in the benefits of a well-ordered society with tendencies toward good as well.
Size
Izrahdi are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.
Speed
Your base walking speed is 30 feet.
Darkvision
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.
Psionic Shroud
You have resistance to psychic damage.
Far Realms Touch
You know the message cantrip. When you reach 3rd level, you can cast the disguise self spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the misty step spell once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells.
Hi, I enjoy the race but I guess the description at the top and some of the stuff the race gets doesn't make sense. For example why a +2 to Con if the race is described as fast moving and quickly able to escape enemies? This is nicely reflected in a small race having a 30ft speed.
I think if we look at the history of this race and its description we can better assess what this race would gain in bonuses. So if the race is more of a cunning and swift race, their bonuses should reflect that (maybe it's a +2 to Dex and a +1 to Cha). If they have a connection to the Far Realms, maybe they get not only psychic resistance , but also proficiency with wisdom saving throws, or maybe advantage on saving throws against magical charms.
Also casting Disguise Self at a higher level has no mechanical difference so if you wanted there to be one, you would need to home-brew a disguise self feature to last longer (add in the racial description that is lasts for 2 hours instead of 1 if that is the goal).
I think is fair that I should provide more information on the background. So far this is my idea.
ln my home world the god of knowledge piqued by curiosity started researching the Far Realm. Unbeknownst to him he inadvertently opened small rifts from where a powerful entity started influencing the god over time, slowly making him lose his sanity.
Originally the izrahdi were a race created as assistants/servants/minions of the god of knowledge. Working with him directly they were exposed to the Far Realms energies that fluctuated from the Far Realms rifts who mutated into the beings that they’re now.
When their god was defeated the izrahdi saw their opportunity to escape using their newly developed abilities.
From there the izrahdi tried to integrate with the other communities however their previous association with the fallen god the were received with prejudice and distrust.
I guess what I meant by what is their background is again more akin to why they get the abilities they get. For example why +2 Con, when they are said to be quick (Dex) or as you now explained worked for the god of knowledge (Int) so what I just didn't understand is why they are +2 con and con is there spell casting ability (not that is maters for those three spells really but still). That's what I meant is you should try to reflect that background into their abilities. Or at least explain it so in the race description.
I guess really I just don't understand why they seem to be a Con based race.
I like the idea of modifying their ability bonuses to +2 to dex and +1 to cha. And use cha to cast their spells?
What about if I substitute disguise self with dissonant whispers? Is another way to get away from their enemies... plus we have the changelings who specialize in disguise.
You know that makes more sense IamSposta, and it does reflect the minion theme, quick and smart.
I am thinking for their spells Thaumaturgy at first level fits more thematically, tricks of the trade, but I am not sure about what to assign them at third level, any suggestions guys, maybe identify? Detect Magic?
Also, I will add proficiency with wisdom saving throws, as suggested by hollowtpm.
You know that makes more sense IamSposta, and it does reflect the minion theme, quick and smart.
I am thinking for their spells Thaumaturgy at first level fits more thematically, tricks of the trade, but I am not sure about what to assign them at third level, any suggestions guys, maybe identify? Detect Magic?
Also, I will add proficiency with wisdom saving throws, as suggested by hollowtpm.
Don't worry! It's hard to always show appreciation via text! But I think those changes definitely make the race more thematic.
Only thoughts on Arcanist's Magic Aura is that being able to cast it for free once a day does kinda break the 30 day constant recast part of the spell. But I personally think it fits the race! Just something to consider.
Your Dexterity Ability Score increases by 2. In addition, your Intelligence Ability Score increases by 1.
Age
Izrahdi mature at the same rate as humans and are considered an adult around age 40. They can live 350 to almost 500 years.
Alignment
Most izrahdi are lawful, believing firmly in the benefits of a well-ordered society with tendencies toward good as well.
Size
Izrahdi are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.
Speed
Your base walking speed is 30 feet.
Darkvision
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.
Psionic Shroud
You have resistance to psychic damage. You have advantage on all Wisdom saving throws against magic.
Far Realms Touch
You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the arcanist magic aura spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the misty step spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.
If the playtesting shows that Mystic Auta at 3rd level is too much, you can always swap it with the 5th level Misty Step. Just a thought in case it comes up.
Hello there!
Can you please the balance of my home brew and ace? I am trying to design a small race that were touched/influenced by the Far Realms. Persecuted because their link of the Far Realms the izrahdi became adept in disappearing and escaping from their enemies. with fast movement and special abilities.
Izrahdi
Ability Score IncreaseYour Constitution score increases by 2. In addition, one ability score of your choice increases by 1
Age
Izrahdi mature at the same rate as humans and are considered an adult around age 40. They can live 350 to almost 500 years.
Alignment
Most izrahdi are lawful, believing firmly in the benefits of a well-ordered society with tendencies toward good as well.
Size
Izrahdi are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.
Speed
Your base walking speed is 30 feet.
Darkvision
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.
Psionic Shroud
You have resistance to psychic damage.
Far Realms Touch
You know the message cantrip. When you reach 3rd level, you can cast the disguise self spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the misty step spell once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells.
Hi, I enjoy the race but I guess the description at the top and some of the stuff the race gets doesn't make sense. For example why a +2 to Con if the race is described as fast moving and quickly able to escape enemies? This is nicely reflected in a small race having a 30ft speed.
I think if we look at the history of this race and its description we can better assess what this race would gain in bonuses. So if the race is more of a cunning and swift race, their bonuses should reflect that (maybe it's a +2 to Dex and a +1 to Cha). If they have a connection to the Far Realms, maybe they get not only psychic resistance , but also proficiency with wisdom saving throws, or maybe advantage on saving throws against magical charms.
Also casting Disguise Self at a higher level has no mechanical difference so if you wanted there to be one, you would need to home-brew a disguise self feature to last longer (add in the racial description that is lasts for 2 hours instead of 1 if that is the goal).
Thanks hollowtpm for your comments.
I think is fair that I should provide more information on the background. So far this is my idea.
ln my home world the god of knowledge piqued by curiosity started researching the Far Realm. Unbeknownst to him he inadvertently opened small rifts from where a powerful entity started influencing the god over time, slowly making him lose his sanity.
Originally the izrahdi were a race created as assistants/servants/minions of the god of knowledge. Working with him directly they were exposed to the Far Realms energies that fluctuated from the Far Realms rifts who mutated into the beings that they’re now.
When their god was defeated the izrahdi saw their opportunity to escape using their newly developed abilities.
From there the izrahdi tried to integrate with the other communities however their previous association with the fallen god the were received with prejudice and distrust.
Hey no problem, the race sounds really cool!
I guess what I meant by what is their background is again more akin to why they get the abilities they get. For example why +2 Con, when they are said to be quick (Dex) or as you now explained worked for the god of knowledge (Int) so what I just didn't understand is why they are +2 con and con is there spell casting ability (not that is maters for those three spells really but still). That's what I meant is you should try to reflect that background into their abilities. Or at least explain it so in the race description.
I guess really I just don't understand why they seem to be a Con based race.
I like the idea of modifying their ability bonuses to +2 to dex and +1 to cha. And use cha to cast their spells?
What about if I substitute disguise self with dissonant whispers? Is another way to get away from their enemies... plus we have the changelings who specialize in disguise.
Make Int their Spellcasting Ability. Fits better with the whole “minions of the god of knowledge” theme. But that’s just my opinion, I could be wrong.
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You know that makes more sense IamSposta, and it does reflect the minion theme, quick and smart.
I am thinking for their spells Thaumaturgy at first level fits more thematically, tricks of the trade, but I am not sure about what to assign them at third level, any suggestions guys, maybe identify? Detect Magic?
Also, I will add proficiency with wisdom saving throws, as suggested by hollowtpm.
Arcanist’s Magic Aura.
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I really like it, but before I start celebrating wouldn’t be too powerful to have it as a bonus spell like ability at level 3? They will have:
Far Realms touch
Level 1 Thaumaturgy cantrip
Level 3 Arcanist Magic Aura
Level 5 Misty Step
I mean don’t get me wrong, I love it but just want to check with you guys.
Like what?
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If the race as a whole was too powerful
I don’t think so.
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Well thanks 👍 you guys for your help. You made me look at he race in another perspective.
Now to play test! 😎
Edit: Should’ve shown more appreciation to guys, sorry 😓
Don't worry! It's hard to always show appreciation via text! But I think those changes definitely make the race more thematic.
Only thoughts on Arcanist's Magic Aura is that being able to cast it for free once a day does kinda break the 30 day constant recast part of the spell. But I personally think it fits the race! Just something to consider.
You said thank you. That’s more than enough for me.
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Izrahdi Rev 1
Your Dexterity Ability Score increases by 2. In addition, your Intelligence Ability Score increases by 1.
Age
Izrahdi mature at the same rate as humans and are considered an adult around age 40. They can live 350 to almost 500 years.
Alignment
Most izrahdi are lawful, believing firmly in the benefits of a well-ordered society with tendencies toward good as well.
Size
Izrahdi are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.
Speed
Your base walking speed is 30 feet.
Darkvision
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.
Psionic Shroud
You have resistance to psychic damage. You have advantage on all Wisdom saving throws against magic.
Far Realms Touch
You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the arcanist magic aura spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the misty step spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.
You put “you know the message thaumaturgy” when I think you meant “you know the Thaumaturgy cantrip.”
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Good catch. Fixed
If the playtesting shows that Mystic Auta at 3rd level is too much, you can always swap it with the 5th level Misty Step. Just a thought in case it comes up.
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That’s a good tip, I’ll keep in mind. Thanks a lot IamSposta.