I'm at a fork in the road here at what I should do with this race... They are called Rooksted Kinsmen and they get their power from a extremely powerful elemental god named Stormr (basically female Thor with maternal instincts on max). ANYWAYS, i feel like i made them to powerful by giving them a lot of spells, all storm based and i limited two of the last spells to only summon water and air elementals. I would like any and all input to help balance this race for a standard DnD campaign, I like to run my campaign with; with what i feel, more thematic approach to things, I've never played or DM'ed an official campaign.
again, all input is welcomed
Thanks
here's a link for it.
[EDIT]
I have updated the race. here's version 2 of the Rooksted Kinsmen
The link works. The sheer amount of free spells the Kinsmen gets is a little overpowered. Maybe do what the Dragonmarks of Eberron did and give a Cantrip or 1st level spell for free and adding spells to their spell list if they are a spellcaster (to quote Eberron: "If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Making Spells table are added to the spell list of your spellcasting class."). Also, the Ability Score Increases are a little all over the place. +2 to a stat, +1 is much better. Then, the spellcasting ability doesn't have to be a mental stat like Wisdom that the class doesn't give an increase to. Genasi get a boost to CON and their innate spells come from CON as well.
I'll defiantly make them more like the Genasi with the con for spell casting and i think i found a good compromise for the resistances, i'll make them chose if they want thunder OR lightning, so i that get both..... but not really. as for spells, ill just give them 3 plus 1 cantrip. Thanks for the advise, man. i really appreciate you taking the time to reply :)
You're welcome! Take my advice with a grain of salt, though, because I've never made a D&D race, only studied the design of them from afar. The race, with the changes, should be on par with any other 5e race.
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I'm at a fork in the road here at what I should do with this race... They are called Rooksted Kinsmen and they get their power from a extremely powerful elemental god named Stormr (basically female Thor with maternal instincts on max). ANYWAYS, i feel like i made them to powerful by giving them a lot of spells, all storm based and i limited two of the last spells to only summon water and air elementals. I would like any and all input to help balance this race for a standard DnD campaign, I like to run my campaign with; with what i feel, more thematic approach to things, I've never played or DM'ed an official campaign.
again, all input is welcomed
Thanks
here's a link for it.
[EDIT]
I have updated the race. here's version 2 of the Rooksted Kinsmen
https://www.dndbeyond.com/races/540104-rooksted-kinsmen
The link is broken. Did you submit the homebrew? If you don't do that, we can't see it.
I updated the link, try now
The link works. The sheer amount of free spells the Kinsmen gets is a little overpowered. Maybe do what the Dragonmarks of Eberron did and give a Cantrip or 1st level spell for free and adding spells to their spell list if they are a spellcaster (to quote Eberron: "If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Making Spells table are added to the spell list of your spellcasting class."). Also, the Ability Score Increases are a little all over the place. +2 to a stat, +1 is much better. Then, the spellcasting ability doesn't have to be a mental stat like Wisdom that the class doesn't give an increase to. Genasi get a boost to CON and their innate spells come from CON as well.
Also, resistance to both Lightning AND Thunder is a little overpowered.
What if i give them a vulnerability to an element to try to balance them out?
Vulnerability on PCs might not end well. It's your wish, but it could kill a player if you're not careful.
Hmmmmm.... oh i know! How about i make it, The PC needs to be grounded to have the resistances. Would that work?
It might work. My solution would be to remove one resistance instead of nerfing both.
The nerf is mostly for lighting, im gunna have to test the nerf my next DnD session but if it doesn't work like i want it to im gunna have to pick
Good idea. Field testing will always give results, whether good or bad. From a pure design standpoint, I'd get rid of the Thunder resistance, however.
I'll defiantly make them more like the Genasi with the con for spell casting and i think i found a good compromise for the resistances, i'll make them chose if they want thunder OR lightning, so i that get both..... but not really. as for spells, ill just give them 3 plus 1 cantrip. Thanks for the advise, man. i really appreciate you taking the time to reply :)
You're welcome! Take my advice with a grain of salt, though, because I've never made a D&D race, only studied the design of them from afar. The race, with the changes, should be on par with any other 5e race.