Seeking Constructive Criticism on a Homebrew Race I've been working on. I want as much feedback on it as possible.
Illieri
Description: Illieri are slightly taller than humans and tend to have light bluish skin where they have skin (due to a naturally occurring blue pigment, they do not possess melanin). They also possess gemstone-like scales which cover their forearms, shins, their upper backs, parts or their shoulders, necks, and sometime their upper chest down their sternum. The Gemstones are typically a bluish-green and are as hard as corundum (similar in durability to Tungsten Carbide). However the fact that these scales do not fully cover the body prevents them from receiving and armor benefit from them. Their hair ranges from pure white to bluish black and a variety of shades of blues and blue-greens in between. Both male and female grow hair in their heads, males can grow facial hair but it is typically short. Illieri do not grow body hair. Their irises are always blue (structural coloration), though they glow magenta when they use their spell-like abilities. Illieri possess pointed ears, much like elves, but they are less pronounced. They otherwise appear quite humanoid, if a bit beautiful by human and elven standards.
Origin: The Illieri are a young race, having existed for just barely over 200 years. They are the result of a single progenitor who themselves was a crossbreed between Snow Elf (Winter Eladrin), Rilkan (3.5 Magic of Incarnum), Krosian, and Spiritfolk (world specific).
Nature: The Illieri are lithe and attractive, taking such attributes from their elven, rilkan, and krosian heritages. They have a natural tendency towards good alignment and value freedom and expression. The Illieri receive their name from the elven words "Illi" and "er" meaning "all" and "one". This is because all Illieri possess an "Avatar" like ability to commune with the spirits of their ancestors through meditation, receiving guidance from those who have gone before in times of need. The presence of such ancestral spirits is felt in all Illieri though only when it is called upon. Even so an Illieri's mind is subconsciously protected from charms and mind control by the vast collection of ancestral memories and personalities each Illieri hosts, even without their knowledge. Sometimes, even at the brink of death, the spirits spur on an Illieri towards a mysterious destiny known only to those who have passed on. Their presence seems to revitalize and invigorate a select special few in dire situations. Illieri are prone to helping others and tend to be kind and empathetic beings, but are also at times mistrustful, they are easily capable of reading a persons emotions and body language and determining true intentions from falsehoods. Illieri, despite their prominently peaceful ways absolutely cannot tolerate harm that comes to their people. Partially because there are few of them, and partially because a slight against one of their kind may as well be a slight against them all. Illieri can live much longer than humans with average lifespans ranging from 275 to 350 years of age. They mature at a rate similar to that of a dwarf, becoming physically mature slightly before their twenties but suffer a nearly unquenchable wanderlust during these years where they year to explore and experience the world around them. This wanderlust is often sated by the end of their 30s whereupon their kind accepts them as true adults.
Society: The current status of the Illieri is tenuous at best. There are barely more than 200 of their kind, all descendants from an original progenitor. They live monastic lives of pragmatism and frugality so as to ensure the continuation of their kind. They are lead by the eldest and wisest of their kind who seeks to grow the population of their people before allowing them extensive contact with the outside world. This is done to protect the few of their kind from potentially succumbing to war. The Illieri live in a glacial mountain range, cultivating fruits and fish deep in the icy caverns. The cold weather does no bother them much. They have explored areas around their mountain homes and have made contact with other races, such as elves, humans, and half-elves, and all such meetings have thus far been positive. The illieri are aided by ancient ties to three royal families on the continent they come from who keep their existence a secret and interact with them outside their home range.
Racial Traits:
Ability Score Increases: An Illieri receives a +2 bonus to it's Dexterity, and a +1 bonus to it's Charisma.
Age: Illieri reach physical maturity at the same rate as an elf or human, but may live to be between 275 and 350 years of age.
Alignment: Illieri are kind and giving as part of their nature and tend to lean towards the Good alignment. They also value freedom and expression and many lean towards the Chaotic alignment.
Size: Illieri tend to stand roughly 6 feet tall, they are Medium sized.
Speed: Illieri have a base walking speed of 30 feet.
Cold Resistance: Illieri are naturally resistance to cold damage.
Personable: Illieri receive proficiency with the Persuasion and Insight Skills.
Mind of Many: Illieri receive advantage on Wisdom Saving Throws.
Wisdom of the Ancestors: Illieri may commune with their ancestors, receive a few spell like abilities as a result. An Illieri may cast the spell Guidance an unlimited number of times with this trait. At 3rd Level an Illieri may cast the spell Misty Step with this trait. Once they do so they cannot do so again until they finish a short or long rest. At 5th Level an Illieri may enter a meditative trance that lasts for 10 minutes. An illieri is not aware of their surroundings and cannot take actions or reactions while in this trance. Taking damage breaks teh trance and causes the ritual to end. During the trance an Illieri may commune with the spirit of one of their ancestors. This ritual functions as Speak with Dead but does not require a corpse or components. The spirit is lucid and can speak plainly and understand events and information it is told, but information the spirit learns this way is not shared with other Illieri who contact the spirit. Once an Illieri casts this ritual using this trait, they cannot do so again until they finish a long rest.
Languages: An Illieri knows Common and Elven.
Illieri Feat: Multifaceted: Prerequisite: Illieri: Your able to pick up new things quickly, almost as if everything is vaguely familiar to you. You gain proficiency up to three of the following in any combination: Skills, Tools, and/or Languages
Illieri Feat: Destiny Unfulfilled: Prerequisite: Illieri, Con 13 or Higher: When you would die, you can choose to return to life as if the subject of a Revivify spell and may spend 1 hit dice to regain hit points as if you took a Short Rest. You immediately become conscious and stand up as a free action. You gain advantage on all attack rolls for 1 minute or until you are rendered unconscious again. After this effect ends you gain 2 levels of exhaustion. Once you use this trait you cannot use it again until you finish a Long Rest.
The above is subject to change pending criticism and discussion.
Well the lore is pretty great so won't comment on that
I suggest changing around the ASI and others a bit to match the official wordings, like
Ability Score Increase: Your Dexterity score increases by 2, and your Charisma score increases by 1.
Cold Adapted
not sure why you didn't give them cold resistance; most races that live in cold climates have cold resistance. And this line The cold weather does no bother them much pretty much pointed toward cold resistance
Wisdom of the Ancestors: again, wording, sorta take advice from the tiefling. Misty Step and Guidance seems fine, Commune is kinda weak because it's situation-specific, but still, it's a 5th level spell, even wizards get it at 9th level. I suggest switching it out to Augury, sorta makes sense that way
Languages: How about adding Auran? It's the language of the Elemental Plane of Ice and seems ideal to add it here. You can speak, read, and write Common, Elvish, and Auran.
Illieri Feat: Multifaceted: Meh, doesn't really fit in with the theme of the race, I can't see why this fits to this race specifically. Besides, not a lot of people would choose this feat. Skilled feat gives you three skill or tool proficiencies, and language, well, that's not really that useful
Illieri Feat:Hard to Put Down: Again, this doesn't really fit with the theme. You have advantage on attack and damage rolls for 10 minutes First you can't get advantage on damage rolls, and advantage on all attacks for 10 minutes is wayy too OP. Exhaustion balances it out I guess, but overall this feat would be more appropriate for a race with a CON increase
Consider adding Darkvision, those ice caves sound dark
Overall I really liked the flavor, and even though my feedback is flimsy I hope it was helpful
You make valid points, but hear me out in contrast.
1. I'm aware that my writing at the moment doesn't match the wording on official races, this is a prototype designed to get the basic point across, it will be updated with proper wording later.
2. In regards to Cold Adapted, Winter Eladrin I assume live in Cold Climates and do not officially get Cold Adapted or Cold Resistance. Cold Adapted comes from the Keldon race (MTG Plane Shift dominaria). The Illieri currently live in a glacial mountain range where their snow elf ancestry helps them, but they are capable of living elsewhere. Plus, I felt giving them an elemental resistance on top of Advantage on Wis saves and three spells might be a bit over powered.
3. In regards to Wisdom of the Ancestors using Commune, I chose it specifically because it made the most sense. An Illieri should be able to speak with the memories or spirit of their ancestor through meditation and receive answers in plain wording, as opposed to an incredibly vague usage of Augury. This is also why I have them wait until 5th level to learn the spell and also why it is cast as a ritual (requiring the out of combat casting through meditation).
4. In regards to language, there is no tangible reason for the Illieri to know or learn Auran as they are no intrinsically connected to the Ice or Air elements by nature. They are not elemental by nature, they simply live in a glacial mountain range, the same way Tibetan monks do.
5. In regards to Multifaceted, your not wrong, and I see your point. I agree with you that this feat is not necessary but the theme I'm going for with the Illieri in this regard is that of an old soul, the wisdom of ancestors "bleeding through", allowing the current generation to excel in things faster than their predecessors. In short, of all the things I had designed about the Illieri, I assumed this feat would be scrapped, but included it for flavors sake.
6. I see your point. This feat is a way of connecting the race to their Krosian (a 4e homebrew race I've run for nearly 10 years) ancestors who had an ability that made them slightly harder to kill (4e gave them an additional Healing Surge, 5e they can roll a spent hit dice twice and gain the total once per day), It was a flagship part of the race (behind inspiring leadership) and something I wanted to carry over to the Illieri in some way. The initial idea for the ability came from the "Overlimit" mechanic of Tales of Symphonia mixed with the "Avatar State". Perhaps a simplification is in order.
Illieri Feat: Hard to Put Down: Prerequisite: Illieri, Con 13 or Higher: When you fail a Saving throw and their is at least 1 hostile creature within 25 feet of you or an ally you can choose to ignore that failure and spend a hit dice instead, regaining hit points as if you had taken a Short Rest. You immediately become conscious and stand up as a free action. You gain advantage on all attack rolls for 1 minute or until you are rendered unconscious again, or until there are no more hostile creatures within 50 feet of you or an ally which you are aware of. After this effect ends you gain 2 levels of exhaustion. One you use this trait you cannot use it again until you finish a Long Rest.
7. In regards to darkvision, I decided not to give them darkvision as between the three or four originating races only the elves had it. Their current dwelling not-withstanding they are not adapted for subterranean living, they merely live in shallow caverns so I decided against the darkvision trait.
Eladrin, whether Winter or Summer, are native to the Feywild. I believe it's not cold in the Feywild, and even though they are descended from races which have no cold resistances, that doesn't mean they have to be exactly same and there's the thing called evolution, living in the cold probably gave them cold resistance. Also unless you're going to go commune at 5th level it's not OP
Also fair point, but 5th level is a bit low level to get a 5th level spell, I suggest giving it at 8~10th level.
I see your point, you're right
Fair
Ahhh, it's a trait that descended from homebrew race. Well, not sure but seems fine
As I said, even though none of the races they were descended from lived in the dark(IDK why elves have darkvision they don't live in the dark), and I expect the shallow caverns to be darker than elven forests, so they may have developed darkvision, it's your choice though.
2: I'll keep in mind the idea of the cold resistance, though their current dwelling is more circumstantial than anything specifically adapted for.
3: You make a good point, perhaps a different spell (other than augury), how about Divination?
6: Even now the trait seems clunky and will probably go through some revision. I think it's rather powerful, but also incredibly situational and with a significant penalty to prevent abuse, but I'm open to criticism.
7: Oddly enough it's because in the earliest sources of D&D, elves just had the ability to see using infravision (which is like heat vision I guess?). It was just a thing they had.
2: I'll keep in mind the idea of the cold resistance, though their current dwelling is more circumstantial than anything specifically adapted for.
3: You make a good point, perhaps a different spell (other than augury), how about Divination?
6: Even now the trait seems clunky and will probably go through some revision. I think it's rather powerful, but also incredibly situational and with a significant penalty to prevent abuse, but I'm open to criticism.
7: Oddly enough it's because in the earliest sources of D&D, elves just had the ability to see using infravision (which is like heat vision I guess?). It was just a thing they had.
2. Cold resistance is relatively balanced and thematically makes sense. 3.Divination is fine, but I think Contact Other Plane makes more sense. 6. You need to change this to "you or an ally within 60 feet of you." Otherwise, you can use this feature even if your ally is halfway across the globe..
Rollback Post to RevisionRollBack
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
2: I see how people keep coming up with this, but their choice of dwelling is circumstantial an not something specifically evolved for. Tibetan monks are no more resistant to ice magic or frostbite than would a normal person but they and the other mountain dwelling individuals are more tolerant of cold regions. But I'm willing to drop this one and just add Cold Resistance anyway.
3. Contact Other Plane makes the least sense of the three spells provided. Illieri are seeking wisdom from the spirits of their ancestors whose memories permeate a racial memory pool. They are not contacting another plane. On top of this Contact Other Plane is the same level as Commune (which we established as being a bit overpowered already) which is more thematic and doesn't require a save, especially one the race is not good at making naturally that would otherwise do significant damage to them and drive them insane if they fail. What part of speaking with an ancestral spirit would even have that effect on a person? [On a smaller note I would use a spell like "Commune with Lesser Spirit" {3.5 Oriental Adventures} if such a spell existed in 5e]
6: This is a good point and I hadn't thought of that. I will update the feat as thus.
Illieri Feat: Destiny Unfulfilled: Prerequisite: Illieri, Con 13 or Higher: When you would die, you can choose to return to life as if the subject of a Revivify spell and may spend 1 hit dice to regain hit points as if you took a Short Rest. You immediately become conscious and stand up as a free action. You gain advantage on all attack rolls for 1 minute or until you are rendered unconscious again. After this effect ends you gain 2 levels of exhaustion. One you use this trait you cannot use it again until you finish a Long Rest.
3: Actually, I think the best spell to work would be a slightly modified version of Speak with Dead that contacts the soul of one person, otherwise following most of the rules of Speak with Dead but not requiring a physical corpse.
Seeking Constructive Criticism on a Homebrew Race I've been working on. I want as much feedback on it as possible.
Illieri
Description: Illieri are slightly taller than humans and tend to have light bluish skin where they have skin (due to a naturally occurring blue pigment, they do not possess melanin). They also possess gemstone-like scales which cover their forearms, shins, their upper backs, parts or their shoulders, necks, and sometime their upper chest down their sternum. The Gemstones are typically a bluish-green and are as hard as corundum (similar in durability to Tungsten Carbide). However the fact that these scales do not fully cover the body prevents them from receiving and armor benefit from them. Their hair ranges from pure white to bluish black and a variety of shades of blues and blue-greens in between. Both male and female grow hair in their heads, males can grow facial hair but it is typically short. Illieri do not grow body hair. Their irises are always blue (structural coloration), though they glow magenta when they use their spell-like abilities. Illieri possess pointed ears, much like elves, but they are less pronounced. They otherwise appear quite humanoid, if a bit beautiful by human and elven standards.
Origin: The Illieri are a young race, having existed for just barely over 200 years. They are the result of a single progenitor who themselves was a crossbreed between Snow Elf (Winter Eladrin), Rilkan (3.5 Magic of Incarnum), Krosian, and Spiritfolk (world specific).
Nature: The Illieri are lithe and attractive, taking such attributes from their elven, rilkan, and krosian heritages. They have a natural tendency towards good alignment and value freedom and expression. The Illieri receive their name from the elven words "Illi" and "er" meaning "all" and "one". This is because all Illieri possess an "Avatar" like ability to commune with the spirits of their ancestors through meditation, receiving guidance from those who have gone before in times of need. The presence of such ancestral spirits is felt in all Illieri though only when it is called upon. Even so an Illieri's mind is subconsciously protected from charms and mind control by the vast collection of ancestral memories and personalities each Illieri hosts, even without their knowledge. Sometimes, even at the brink of death, the spirits spur on an Illieri towards a mysterious destiny known only to those who have passed on. Their presence seems to revitalize and invigorate a select special few in dire situations. Illieri are prone to helping others and tend to be kind and empathetic beings, but are also at times mistrustful, they are easily capable of reading a persons emotions and body language and determining true intentions from falsehoods. Illieri, despite their prominently peaceful ways absolutely cannot tolerate harm that comes to their people. Partially because there are few of them, and partially because a slight against one of their kind may as well be a slight against them all. Illieri can live much longer than humans with average lifespans ranging from 275 to 350 years of age. They mature at a rate similar to that of a dwarf, becoming physically mature slightly before their twenties but suffer a nearly unquenchable wanderlust during these years where they year to explore and experience the world around them. This wanderlust is often sated by the end of their 30s whereupon their kind accepts them as true adults.
Society: The current status of the Illieri is tenuous at best. There are barely more than 200 of their kind, all descendants from an original progenitor. They live monastic lives of pragmatism and frugality so as to ensure the continuation of their kind. They are lead by the eldest and wisest of their kind who seeks to grow the population of their people before allowing them extensive contact with the outside world. This is done to protect the few of their kind from potentially succumbing to war. The Illieri live in a glacial mountain range, cultivating fruits and fish deep in the icy caverns. The cold weather does no bother them much. They have explored areas around their mountain homes and have made contact with other races, such as elves, humans, and half-elves, and all such meetings have thus far been positive. The illieri are aided by ancient ties to three royal families on the continent they come from who keep their existence a secret and interact with them outside their home range.
Racial Traits:
Ability Score Increases: An Illieri receives a +2 bonus to it's Dexterity, and a +1 bonus to it's Charisma.
Age: Illieri reach physical maturity at the same rate as an elf or human, but may live to be between 275 and 350 years of age.
Alignment: Illieri are kind and giving as part of their nature and tend to lean towards the Good alignment. They also value freedom and expression and many lean towards the Chaotic alignment.
Size: Illieri tend to stand roughly 6 feet tall, they are Medium sized.
Speed: Illieri have a base walking speed of 30 feet.
Cold Resistance: Illieri are naturally resistance to cold damage.
Personable: Illieri receive proficiency with the Persuasion and Insight Skills.
Mind of Many: Illieri receive advantage on Wisdom Saving Throws.
Wisdom of the Ancestors: Illieri may commune with their ancestors, receive a few spell like abilities as a result. An Illieri may cast the spell Guidance an unlimited number of times with this trait. At 3rd Level an Illieri may cast the spell Misty Step with this trait. Once they do so they cannot do so again until they finish a short or long rest. At 5th Level an Illieri may enter a meditative trance that lasts for 10 minutes. An illieri is not aware of their surroundings and cannot take actions or reactions while in this trance. Taking damage breaks teh trance and causes the ritual to end. During the trance an Illieri may commune with the spirit of one of their ancestors. This ritual functions as Speak with Dead but does not require a corpse or components. The spirit is lucid and can speak plainly and understand events and information it is told, but information the spirit learns this way is not shared with other Illieri who contact the spirit. Once an Illieri casts this ritual using this trait, they cannot do so again until they finish a long rest.
Languages: An Illieri knows Common and Elven.
Illieri Feat: Multifaceted: Prerequisite: Illieri: Your able to pick up new things quickly, almost as if everything is vaguely familiar to you. You gain proficiency up to three of the following in any combination: Skills, Tools, and/or Languages
Illieri Feat: Destiny Unfulfilled: Prerequisite: Illieri, Con 13 or Higher: When you would die, you can choose to return to life as if the subject of a Revivify spell and may spend 1 hit dice to regain hit points as if you took a Short Rest. You immediately become conscious and stand up as a free action. You gain advantage on all attack rolls for 1 minute or until you are rendered unconscious again. After this effect ends you gain 2 levels of exhaustion. Once you use this trait you cannot use it again until you finish a Long Rest.
The above is subject to change pending criticism and discussion.
Well the lore is pretty great so won't comment on that
I suggest changing around the ASI and others a bit to match the official wordings, like
Ability Score Increase: Your Dexterity score increases by 2, and your Charisma score increases by 1.
Cold Adapted
not sure why you didn't give them cold resistance; most races that live in cold climates have cold resistance. And this line The cold weather does no bother them much pretty much pointed toward cold resistance
Wisdom of the Ancestors: again, wording, sorta take advice from the tiefling. Misty Step and Guidance seems fine, Commune is kinda weak because it's situation-specific, but still, it's a 5th level spell, even wizards get it at 9th level. I suggest switching it out to Augury, sorta makes sense that way
Languages: How about adding Auran? It's the language of the Elemental Plane of Ice and seems ideal to add it here. You can speak, read, and write Common, Elvish, and Auran.
Illieri Feat: Multifaceted: Meh, doesn't really fit in with the theme of the race, I can't see why this fits to this race specifically. Besides, not a lot of people would choose this feat. Skilled feat gives you three skill or tool proficiencies, and language, well, that's not really that useful
Illieri Feat: Hard to Put Down: Again, this doesn't really fit with the theme. You have advantage on attack and damage rolls for 10 minutes First you can't get advantage on damage rolls, and advantage on all attacks for 10 minutes is wayy too OP. Exhaustion balances it out I guess, but overall this feat would be more appropriate for a race with a CON increase
Consider adding Darkvision, those ice caves sound dark
Overall I really liked the flavor, and even though my feedback is flimsy I hope it was helpful
You make valid points, but hear me out in contrast.
1. I'm aware that my writing at the moment doesn't match the wording on official races, this is a prototype designed to get the basic point across, it will be updated with proper wording later.
2. In regards to Cold Adapted, Winter Eladrin I assume live in Cold Climates and do not officially get Cold Adapted or Cold Resistance. Cold Adapted comes from the Keldon race (MTG Plane Shift dominaria). The Illieri currently live in a glacial mountain range where their snow elf ancestry helps them, but they are capable of living elsewhere. Plus, I felt giving them an elemental resistance on top of Advantage on Wis saves and three spells might be a bit over powered.
3. In regards to Wisdom of the Ancestors using Commune, I chose it specifically because it made the most sense. An Illieri should be able to speak with the memories or spirit of their ancestor through meditation and receive answers in plain wording, as opposed to an incredibly vague usage of Augury. This is also why I have them wait until 5th level to learn the spell and also why it is cast as a ritual (requiring the out of combat casting through meditation).
4. In regards to language, there is no tangible reason for the Illieri to know or learn Auran as they are no intrinsically connected to the Ice or Air elements by nature. They are not elemental by nature, they simply live in a glacial mountain range, the same way Tibetan monks do.
5. In regards to Multifaceted, your not wrong, and I see your point. I agree with you that this feat is not necessary but the theme I'm going for with the Illieri in this regard is that of an old soul, the wisdom of ancestors "bleeding through", allowing the current generation to excel in things faster than their predecessors. In short, of all the things I had designed about the Illieri, I assumed this feat would be scrapped, but included it for flavors sake.
6. I see your point. This feat is a way of connecting the race to their Krosian (a 4e homebrew race I've run for nearly 10 years) ancestors who had an ability that made them slightly harder to kill (4e gave them an additional Healing Surge, 5e they can roll a spent hit dice twice and gain the total once per day), It was a flagship part of the race (behind inspiring leadership) and something I wanted to carry over to the Illieri in some way. The initial idea for the ability came from the "Overlimit" mechanic of Tales of Symphonia mixed with the "Avatar State". Perhaps a simplification is in order.
Illieri Feat: Hard to Put Down: Prerequisite: Illieri, Con 13 or Higher: When you fail a Saving throw and their is at least 1 hostile creature within 25 feet of you or an ally you can choose to ignore that failure and spend a hit dice instead, regaining hit points as if you had taken a Short Rest. You immediately become conscious and stand up as a free action. You gain advantage on all attack rolls for 1 minute or until you are rendered unconscious again, or until there are no more hostile creatures within 50 feet of you or an ally which you are aware of. After this effect ends you gain 2 levels of exhaustion. One you use this trait you cannot use it again until you finish a Long Rest.
7. In regards to darkvision, I decided not to give them darkvision as between the three or four originating races only the elves had it. Their current dwelling not-withstanding they are not adapted for subterranean living, they merely live in shallow caverns so I decided against the darkvision trait.
2: I'll keep in mind the idea of the cold resistance, though their current dwelling is more circumstantial than anything specifically adapted for.
3: You make a good point, perhaps a different spell (other than augury), how about Divination?
6: Even now the trait seems clunky and will probably go through some revision. I think it's rather powerful, but also incredibly situational and with a significant penalty to prevent abuse, but I'm open to criticism.
7: Oddly enough it's because in the earliest sources of D&D, elves just had the ability to see using infravision (which is like heat vision I guess?). It was just a thing they had.
2. Cold resistance is relatively balanced and thematically makes sense.
3. Divination is fine, but I think Contact Other Plane makes more sense.
6. You need to change this to "you or an ally within 60 feet of you." Otherwise, you can use this feature even if your ally is halfway across the globe..
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
2: I see how people keep coming up with this, but their choice of dwelling is circumstantial an not something specifically evolved for. Tibetan monks are no more resistant to ice magic or frostbite than would a normal person but they and the other mountain dwelling individuals are more tolerant of cold regions. But I'm willing to drop this one and just add Cold Resistance anyway.
3. Contact Other Plane makes the least sense of the three spells provided. Illieri are seeking wisdom from the spirits of their ancestors whose memories permeate a racial memory pool. They are not contacting another plane. On top of this Contact Other Plane is the same level as Commune (which we established as being a bit overpowered already) which is more thematic and doesn't require a save, especially one the race is not good at making naturally that would otherwise do significant damage to them and drive them insane if they fail. What part of speaking with an ancestral spirit would even have that effect on a person? [On a smaller note I would use a spell like "Commune with Lesser Spirit" {3.5 Oriental Adventures} if such a spell existed in 5e]
6: This is a good point and I hadn't thought of that. I will update the feat as thus.
Illieri Feat: Destiny Unfulfilled: Prerequisite: Illieri, Con 13 or Higher: When you would die, you can choose to return to life as if the subject of a Revivify spell and may spend 1 hit dice to regain hit points as if you took a Short Rest. You immediately become conscious and stand up as a free action. You gain advantage on all attack rolls for 1 minute or until you are rendered unconscious again. After this effect ends you gain 2 levels of exhaustion. One you use this trait you cannot use it again until you finish a Long Rest.
3: Actually, I think the best spell to work would be a slightly modified version of Speak with Dead that contacts the soul of one person, otherwise following most of the rules of Speak with Dead but not requiring a physical corpse.
<Shameless Bump>