Hi guys, so my DM does not allow eberron races cause he thinks they are more powerfull than Forgotten Realm's races. Is true that they have unusual abillities, but are they unbalanced? An other friend that is going to run a lvl 20 one-shot allowed me to use a druid Enboy Warforged but nerfed, every time y roll 1 or 2 my char blows a fuse and gets incapacitated.
New races are intended to be played on their own Realms? If so, Eberron campaings are supoused to be more challenging?
Eberron races are unbalanced, by which I mean they are still in playtest and haven't been rebalanced based on the testing. Your DM's version of warforged is also unbalanced, and by a far wider margin, a 10% chance of getting incapacitated every time you do something is ridiculous.
I can only speak of balance from personal anecdotes, but I've played in two campaigns recently that included Eberron and non-strictly-Eberron races, and I have seen no significant imbalance among the party, at least due to racial characteristics.
Warforged, for example, are ideal for survival scenarios, especially underwater exploration and the like, but that's by design, and it doesn't seem to overshadow the party.
The only thing that feels very strong with Warforged is early level armor class potential with a Juggernaut, but even this isn't much beyond what a human with some classes can do, depending on stats.
I'll agree with Lunali, though, a 10% chance of missing your action (especially at level 20!) is catastrophically unbalanced. Level 20 characters are never balanced, but racial traits rarely account for that.
I’m about to run a campaign based on Ghosts of Saltmarsh and I’m planning on not allowing or using any Eberron content. But that’s me, every DM is different.
The warforged are a bit stronger than other races (naturally high AC that matches magic armor, not having to eat, sleep, drink, or breathe, resistance to poison, and the envoy's versatility and proficiencies).
The rest of the eberron races aren't as strong as elves or yuan-ti, so there shouldn't be an issue there. The argument of a race not fitting a setting still stands though.
The warforged are a bit stronger than other races (naturally high AC that matches magic armor, not having to eat, sleep, drink, or breathe, resistance to poison, and the envoy's versatility and proficiencies).
While it is very true that Integrated Protection can give some ridiculous AC at low levels, it's also a double edged sword. Because of it, Warforged are unable to benefit from any of the effects of Armor items acquired later on. They can't get any + Armors, and any Armor items that have other effects (storing a spell, preventing telepathy, etc) are useless to them.
And if they are playing a Long Rest casting class, the ability to not gain Exhaustion from lack of sleep (they don't sleep, they use Sentry's Rest) becomes dramatically less useful.
The warforged are a bit stronger than other races (naturally high AC that matches magic armor, not having to eat, sleep, drink, or breathe, resistance to poison, and the envoy's versatility and proficiencies).
While it is very true that Integrated Protection can give some ridiculous AC at low levels, it's also a double edged sword. Because of it, Warforged are unable to benefit from any of the effects of Armor items acquired later on. They can't get any + Armors, and any Armor items that have other effects (storing a spell, preventing telepathy, etc) are useless to them.
And if they are playing a Long Rest casting class, the ability to not gain Exhaustion from lack of sleep (they don't sleep, they use Sentry's Rest) becomes dramatically less useful.
Integrated protection easily matches +x armors' AC bonus for free. And they can still wear non-armor type items like headwear, rings, and cloaks, so there are very few effects they are missing out on.
You could interpret sentry's rest to mean you can long rest in 6 hours (I think there is a sage advice saying as much), even if you don't, they still can't be magically put to sleep and can remain vigilant while resting so as to not get ambushed.
I would say campaign setting a much bigger gap than raw racial power. While warforged can start out the gate really high up in terms of ac and the like other characters can catch up. However if the setting is in a world where warforged dont exist. Thematically any wizard will want to disect a warforged character to see how they tick. And they essentially 'sleep' comparably to elves. Warforged are a very defensive race as a result. But they arent neccisarily much better at doing damage. So maybe your bigger enemy gets stuck unable to hit the warforged and maybe the warforged cant really hit back much either. Changelings would become almost unstoppable as civilians wont have considered measures to prevent a spy wearing a friend's face that cant be dispelled away. Kalashtar telepathy bypasses language trouble and can lead to moments the dm didnt want you able to converse with an enemy. And shifters back pocket beastial traits can be quite troublesome to combat. Especially swiftstrides.
But by that same concept genassi are very strong. Aarakocra have free flight and that can really tip the scales if you use it right. Elves sleep even less than warforged technically. Half orcs can straight up shrug off a letal blow. Tieflings get fire resistance hellish rebuke thaumaturgy and darkness regardless of class.
All races are impresive. Depending on how you use them and how your campaign will respond to them.
they are all fine except warforged, see thoughts below
Changeling
Seem to be fine. They get two proficiencies, a short rest defensive trait, a tool, and disguise self. Compare to tabaxi: two proficiencies, a speed boost, a climb speed, a natural weapon, and darkvision
Kalashtar
also fine. They get a conditional save advantage (costs reaction), an uncommon damage resist, a ribbon(telepathy), a skill advantage, and sleep/dream immunity compare to half-elf: a conditional save advantage (charm), darkvision, two skill proficiencies, and sleep immunity
psychic resistance seems OP at first, but its a relatively uncommon damage type for monsters. I would consider changing the skill advantage to proficiency in one of the skills though. the wis save with advantage as a reaction is actually a bit of an exploitable mechanic for the DM, since the kalashtar has to choose between it and an opportunity attack.
Shifters
I think is okay, this is the only one I haven't played. They get two proficiencies, darkvision, and shifting. I might make the Swiftstride when shifted not get the additional +5 movement speed.
Warforged
The warforged as written is unbalanced, but not unrepairably so. I am playing one in a game right now, and these are the adjustments we made:
Warforged Resilience: changed to only
You are immune to disease.
You do not need to eat or breathe, but you can ingest food and drink if you wish.
none of the extra poison or exhaustion stuff.
Integrated Protection: changed to
At character creation choose either AC 17 (like tortle) or 13+Dex, (like lizardfolk) and you can't change it over a rest. No proficiency to AC. There is nothing stopping you from wearing other armor, getting yourself enchanted, or getting bracers of armor.
Hi guys, so my DM does not allow eberron races cause he thinks they are more powerfull than Forgotten Realm's races. Is true that they have unusual abillities, but are they unbalanced? An other friend that is going to run a lvl 20 one-shot allowed me to use a druid Enboy Warforged but nerfed, every time y roll 1 or 2 my char blows a fuse and gets incapacitated.
New races are intended to be played on their own Realms? If so, Eberron campaings are supoused to be more challenging?
Thx for your time.
Eberron races are unbalanced, by which I mean they are still in playtest and haven't been rebalanced based on the testing. Your DM's version of warforged is also unbalanced, and by a far wider margin, a 10% chance of getting incapacitated every time you do something is ridiculous.
I can only speak of balance from personal anecdotes, but I've played in two campaigns recently that included Eberron and non-strictly-Eberron races, and I have seen no significant imbalance among the party, at least due to racial characteristics.
Warforged, for example, are ideal for survival scenarios, especially underwater exploration and the like, but that's by design, and it doesn't seem to overshadow the party.
The only thing that feels very strong with Warforged is early level armor class potential with a Juggernaut, but even this isn't much beyond what a human with some classes can do, depending on stats.
I'll agree with Lunali, though, a 10% chance of missing your action (especially at level 20!) is catastrophically unbalanced. Level 20 characters are never balanced, but racial traits rarely account for that.
I’m about to run a campaign based on Ghosts of Saltmarsh and I’m planning on not allowing or using any Eberron content. But that’s me, every DM is different.
Professional computer geek
The warforged are a bit stronger than other races (naturally high AC that matches magic armor, not having to eat, sleep, drink, or breathe, resistance to poison, and the envoy's versatility and proficiencies).
The rest of the eberron races aren't as strong as elves or yuan-ti, so there shouldn't be an issue there. The argument of a race not fitting a setting still stands though.
Thanks guys
While it is very true that Integrated Protection can give some ridiculous AC at low levels, it's also a double edged sword. Because of it, Warforged are unable to benefit from any of the effects of Armor items acquired later on. They can't get any + Armors, and any Armor items that have other effects (storing a spell, preventing telepathy, etc) are useless to them.
And if they are playing a Long Rest casting class, the ability to not gain Exhaustion from lack of sleep (they don't sleep, they use Sentry's Rest) becomes dramatically less useful.
Integrated protection easily matches +x armors' AC bonus for free. And they can still wear non-armor type items like headwear, rings, and cloaks, so there are very few effects they are missing out on.
You could interpret sentry's rest to mean you can long rest in 6 hours (I think there is a sage advice saying as much), even if you don't, they still can't be magically put to sleep and can remain vigilant while resting so as to not get ambushed.
I would say campaign setting a much bigger gap than raw racial power. While warforged can start out the gate really high up in terms of ac and the like other characters can catch up. However if the setting is in a world where warforged dont exist. Thematically any wizard will want to disect a warforged character to see how they tick. And they essentially 'sleep' comparably to elves. Warforged are a very defensive race as a result. But they arent neccisarily much better at doing damage. So maybe your bigger enemy gets stuck unable to hit the warforged and maybe the warforged cant really hit back much either. Changelings would become almost unstoppable as civilians wont have considered measures to prevent a spy wearing a friend's face that cant be dispelled away. Kalashtar telepathy bypasses language trouble and can lead to moments the dm didnt want you able to converse with an enemy. And shifters back pocket beastial traits can be quite troublesome to combat. Especially swiftstrides.
But by that same concept genassi are very strong. Aarakocra have free flight and that can really tip the scales if you use it right. Elves sleep even less than warforged technically. Half orcs can straight up shrug off a letal blow. Tieflings get fire resistance hellish rebuke thaumaturgy and darkness regardless of class.
All races are impresive. Depending on how you use them and how your campaign will respond to them.
they are all fine except warforged, see thoughts below
Changeling
Seem to be fine. They get two proficiencies, a short rest defensive trait, a tool, and disguise self.
Compare to tabaxi: two proficiencies, a speed boost, a climb speed, a natural weapon, and darkvision
Kalashtar
also fine. They get a conditional save advantage (costs reaction), an uncommon damage resist, a ribbon(telepathy), a skill advantage, and sleep/dream immunity
compare to half-elf: a conditional save advantage (charm), darkvision, two skill proficiencies, and sleep immunity
psychic resistance seems OP at first, but its a relatively uncommon damage type for monsters.
I would consider changing the skill advantage to proficiency in one of the skills though.
the wis save with advantage as a reaction is actually a bit of an exploitable mechanic for the DM, since the kalashtar has to choose between it and an opportunity attack.
Shifters
I think is okay, this is the only one I haven't played. They get two proficiencies, darkvision, and shifting. I might make the Swiftstride when shifted not get the additional +5 movement speed.
Warforged
The warforged as written is unbalanced, but not unrepairably so. I am playing one in a game right now, and these are the adjustments we made:
Warforged Resilience: changed to only
none of the extra poison or exhaustion stuff.
Integrated Protection: changed to
At character creation choose either AC 17 (like tortle) or 13+Dex, (like lizardfolk) and you can't change it over a rest.
No proficiency to AC. There is nothing stopping you from wearing other armor, getting yourself enchanted, or getting bracers of armor.
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Warforged really aren't overpowered persay... The only issue with them is they basically get a set of free +1 plate
I've been in a lot of games where people have 21 ac at level 1 because the dm DM doesn't restrict mundane starting gear