Races - Part 10 - Hybrid Races

Duncehack Edition

Part 10

Skipping the preamble because this is Part 2 of the Race redesigns.

See Part 1 if any of the introductory stuff matters to you.

Obligatory Natural Crit Plug

http://www.naturalcrit.com/

Someone else made a thing that lets me make homebrews without having to post them on pastebin or something. They deserve a lot of credit for that.

Obligatory /tg/ Plug

The feedback I got from various Anons on this helped me build it into something that wasn't bad and stupid.

I love you all in a way only abused spouse can possibly understand.

Balance Rationale

See Part 1, for full essay.

Main thing is: Races are worth approx. 3 feats + 2 lanaguage proficiencies.

For the purposes of this I'm working on a 'build point' system that assumes races are worth 18 build points.

What Races are in this document?

Centaur, Shifter, Simic Hybrid, Siren

RACES | DUNCEHACK

Centaur

  • Ability Scores: Str +2; Wis +1
  • Size: Medium
  • Speed: 40 ft.
  • Fey. Your creature type is fey, rather than humanoid.
  • Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.
  • Hooves. Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.
  • Survivor. You have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.
  • Languages. Common and Sylvan.

Source: GGR, page 15


Build Point Weight: 16

9 for ability scores, 2 for extra move speed, 1 for Charge, 1 for Natural Weapons, 1 for Equine Build, 2 for skill proficiency

Ribbons: 2

Equine Build - has its own drawback, Natural Weapons, Fey - the situations where it'll matter are all unusual edge cases.

Final Weight: 14


What's wrong with Centaur?

Giving Centaurs subraces so that I can give some more interesting mechanics to them other than just 'you're a horse'.

If you're wondering about subraces: Coldblood, Warmblood and Hotblood are terms people use for actual horses. Coldbloods are your big, plough horses. Warmbloods are more you're typical european horse. Hotbloods are your racehorces.


Centaur - Rules Changes

  • Centaur Weaponry You have proficiency in shortbows, longbows, longswords and spears.

Build Point Weight: 16

2 for Weapon Proviciencies

Ribbons: 2

Weapon Proficiencies

Final Weight: 14

Coldblood

  • Brave: You have advantage to resist the frightened condition.
  • Heavy Kick: Your hooves deal 1d6 damage instead of 1d4.
  • Sturdy Footing: You have advantage to resist being moved or knocked prone unwillingly.

Build Point Weight: 4

1 for Brave, 2 for improved hooves, 1 for sturdy footing

Ribbons: None

Final Weight: 18

Warmblood

  • Steady Pace: You have advantage to Constitution saves when making a Forced March. You ignore penalties to passive Wisdom checks for moving at a fast pace while travelling, and may use stealth while moving at a normal pace.
  • Trample: If you strike with a bonus action attack provided by your charge feature, the target of your attack must make a Strength saving throw (DC = 8 + Your Strength Modifier) or be knocked prone.
  • Solid Landing: When performing a long jump into rough terrain, you automatically succeed the Dexterity saving throw to avoid falling prone.

Build Point Weight: 4

2 for Steady Pace, 2 for Trample

Ribbons: Solid Landing

Final Weight: 18

Hotblood

  • Fleet of Hoof: You gain +10 movement speed.
  • Momentum: When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.

Build Point Weight: 4

2 for Fleet of Hoof, 2 for Momentum

Ribbons: None

Final Weight: 18

Conclusions

Each type has a different reason for making charge worthwhile to try and use (Coldbloods hit harder than what Polearm Master can manage, Warmbloods can knock people prone with it, Hotbloods have an easier time using it) as well as having some decent extra mechanics to make them somewhat more interesting.

RACES | DUNCEHACK

Shifter

  • Ability Scores: Dex +1
  • Size: Medium
  • Speed: 30 ft.
  • Darkvision. You have superior vision in dark and dim conditions. 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.
  • Keen Senses. You have proficiency with the Perception skill.
  • Shifting. As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. Once you shift, you can't do so again until you finish a short or long rest.
  • Languages. Common.

Source: WGE, page 66.


Build Point Weight: 8

3 for ability scores, 2 for darkvision, 2 for skill proficiency, 3 for shifting

Ribbons: None

Final Build Weight: 8

Beasthide

  • Ability Scores: Con +2
  • Tough. You have proficiency with the Athletics skill.
  • Shifting Feature. Whenever you shift, you gain 1d6 additional temporary hit points, and while shifted, you have a +1 bonus to your AC.

Build Point Weight: 8

6 for ability scores, 2 for skill proficiency

Ribbons: None

Final Build Weight: 16

Longtooth

  • Ability Scores: Str +2
  • Fierce. You have proficiency with the Intimidation skill.
  • Shifting Feature. While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Build Point Weight: 8

6 for ability scores, 2 for skill proficiency

Ribbons: None

Final Build Weight: 16


Swiftstride

  • Ability Scores: Dex +1; Cha +1
  • Graceful. You have proficiency with the Acrobatics skill.
  • Swift Stride. Your walking speed increases by 5 feet.
  • Shifting Feature. While shifted, your walking speed increases by 5 feet. Additionally, you can move up to 10 feet as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.

Build Point Weight: 9

6 for ability scores, 2 for skill proficiency, 1 for move speed increase

Ribbons: None

Final Build Weight: 17

Wildhunt

  • Ability Scores: Wis +2
  • Natural Tracker. You have proficiency with the Survival skill.
  • Mark the Scent. As a bonus action, you can mark one creature you can see within 10 feet of you. Until the end of your next long rest, your proficiency bonus is doubled for any ability check you make to find the marked creature, and you always know the location of that creature if it is within 60 feet of you. You can't use this trait again until you finish a short or long rest.
  • Shifting Feature. While shifted, you have advantage on Wisdom checks.

Build Point Weight: 9

6 for ability scores, 2 for skill proficiency, 1 for Mark of the Scent

Ribbons: None

Final Build Weight: 17

What's Wrong with Shifter?

For a race so interesting, they're arbitrarily gutted. Lets at least double down on the shifting thing, give them something that features their animalistic side that doesn't actually require shifting (like what Swiftstride has with the move speed increase).

Oh yeah, why do they only get one language when two is the baseline across the whole system?

Also I think their shifting features might need some love. Tough is a misleading name at the very least so that needs to be changed.

After re-reading Shifting a few times over, I realised that it's cost covers the Shifting Feature too, if there was any confusion over that.

RACES | DUNCEHACK

Shifter - Rules Changes

  • Extra Language: You gain another language of your choice.

Beasthide

  • Tough Renamed to Enduring
  • Shifting Feature. Whenever you shift, you gain 1d6 in additional temporary hit points. This increases to 1d8 at 5th level, 1d10 at 11th level and 1d12 at 17th level. While shifted, you have a bonus to AC equal to half your proficiency modifier.
  • Hardened Skin: Your skin is tougher than normal. You have a base AC of 13 + Dexterity modifier if you are not wearing armour.

Build Point Weight: 3

3 for Hardened Skin

Ribbons: Natural Armour (1 point worth).

Final Build Weight: 18

Longtooth

  • Teeth and Claws: Your unarmed strikes do 1d4 + strength modifier piercing damage.
  • Swiftness: You may treat unarmed strikes as if they were finesse weapons.
  • Shifting Feature. While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. In addition, your unarmed strikes while shifted deal 1d6 damage instead of 1d4. Your unarmed strike damage while shifted increases to 1d8 when you reach level 5th level, 1d10 at 11th level, 1d12 at 17th level.
  • Pounce. If you are successfully hidden from a creature at the beginning of your turn, your next attack against it deals extra damage equal to the unarmed strike damage provided by your Shifting Feature, even if you are not presently shifted. You can use this trait only once per combat.

Build Point Weight: 2

1 for Natural Weapons, 1 for Swiftness, 2 for Pounce

Ribbons: Natural Weapons, Swiftness

Final Build Weight: 18


Swiftstride

  • Shifting Feature. While shifted, your walking speed increases by 5 feet. This increases by an additional 5 at 5th, 11th, and 17th levels. Additionally, you can move up to 10 feet as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks. You ignore difficult terrain while shifted, and can move through the space of other creatures.
  • Powerful Jump: Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.
  • Spring Up: Standing up from prone costs you no movement.
  • Solid Landing: When performing a long jump into rough terrain, you automatically succeed the Dexterity saving throw to avoid falling prone.

Build Point Weight: 2

1 for Powerful Jump, 1 for Spring Up

Ribbons: Powerful Jump, Solid Landing

Final Build Weight: 18

Wildhunt

  • Shifting Feature. While shifted, you have advantage on Wisdom checks. You also add your proficiency modifier to damage rolls made against the creature marked by your Mark of the Scent feature while shifted.
  • Superior Darkvision. Your darkvision extends out to 60ft.

Build Point Weight: 1

1 for Superior Darkvision

Ribbons: None

Final Build Weight: 18

Conclusions

So effectively I buffed up the Shifting Features, because I didn't think they did enough for what they were, and gave each of the subraces a sliver of their shifted state in their unshifted state.

RACES | DUNCEHACK

Simic Hybrid

  • Ability Scores: Con +2; Choose any +1
  • Size: Medium
  • Speed: 30 ft.
  • 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.
  • Languages. Common and your choice of Elvish or Vedalken.
  • Animal Enhancement. Your body has been altered to incorporate certain animal characteristics. You choose one animal enhancement now and a second enhancement at 5th level. At 1st level, choose one of the following options:
    • Manta Glide You have ray-like fins that you can use as wings to slow your fall or allow you to glide. When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend.
    • Nimble Climber You have a climbing speed equal to your walking speed.
    • Underwater Adaptation You can breathe air and water, and you have a swimming speed equal to your walking speed.
  • Further Animal Enhancement: At 5th level, your body evolves further, developing new characteristics. Choose one of the options you didn't take at 1st level, or one of the following options:
    • Grappling Appendage You have two special appendages growing alongside your arms. Choose whether they're both claws or tentacles. As an action, you can use one of them to try to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can't precisely manipulate anything and can't wield weapons, magic items, or other specialized equipment.
    • Carapace Your skin in places is covered by a thick shell. You gain a +1 bonus to AC when you're not wearing heavy armor.
    • Acid Spit As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 2d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. This damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10). You can use this trait a number of times equal to your Consitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Source: GGR, page 20


Build Point Weight: 20

12 for Ability Score increases +2 Choice Tax, 4 for Animal Enhancement

Ribbons: None

Final Build Weight: 20

Conclusions

I think these guys are a touch on the powerful side.

But the main thing I want to address is that Manta Glide needs clarification. It seems like if you glide from too high, you still pancake. Which... that's literally what gliding is supposed to prevent?

Clarified Rules

I'm going to go over Manta Glide quickly:

  • Manta Glide: When you fall and aren't incapacitated, you can spread your fins to decelerate. For every 1 foot you fall with the fins outstretched, you subtract 10 feet from the fall damage calculation (maximum 100 feet). While falling, you can move 2 feet horizontally for every 1 foot you descend. In addition, you may choose to gently glide if you're able to begin from a solid platform. While gliding, you can move up to 2 feet horizontally for every 1 foot you descend. As long as you maintain your gliding, you are not considered falling.

Simic is also a Ravnica thing. You can get away with just calling them 'Hybrids' if you wanted to get away without breaching any copyright.


Simic Hybrids seem too strong!

I actually agree, but you can't really do anything to them because Animal Enhancement is basically all they've got.

If I broke my 'No Nerfs Rule'?

Drop Darkvision. The proliferation of this feature is way too much in 5e anyway.

But what about Elf Hybrids?

It's not like they kept anything else about Elves.

Also, as language is the only real tether they have flavour wise to their supposed parent races, changing that to 'any language of the player's choice' wouldn't hurt.


RACES | DUNCEHACK

Siren

  • Ability Scores: Cha +2
  • Size: Medium
  • Speed: 25 ft., fly 30 ft.
  • Siren's Song. You know the friends cantrip and can cast it without material components.
  • Flight. You have a flying speed of 30 feet. You can't use your flying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can't use your flying speed if you are encumbered.)
  • Languages. Common and Siren.

Source: PSX, page 17


Build Point Weight: 12.5

6 for ability scores, 1.5 for cantrip, 6 for flight, -1 for 25 move speed

Ribbons: None, but cantrip rounds down.

Final Build Weight: 12


What's wrong with Siren?

It's... lazy and weak. That's what's wrong.

Lets just give it some meat, and I'm doing this with Subraces.

If you're wondering why I've chosen the ones I did, blame Plato. He talked about three kinds of siren: Celestial, Generative and Cathartic (Generative is the one you're probably thinking of that lures sailors to their deaths). Because those names don't quite make sense to those who don't know their Plato, I'm just using Sky, Sea and Soil.


Siren - Rules Changes

  • Speed: 30 ft., fly 50 ft.
  • Flight. You have a flying speed of 50 feet. To use this speed, you can't be wearing medium or heavy armor. If you are wearing medium armour, you instead have a flight speed of 30.

Sea

  • Ability Scores: Str +1
  • Ocean's Call: You know the message cantrip.

Sky

  • Ability Scores: Dex +1
  • Echo of Elysium: You know the light cantrip. Charisma is your casting modifier for it.

Soil

  • Ability Scores: Con +1
  • Catharsis: You know the spare the dying cantrip.

Build Point Weight: 18

Removed move speed reduction, 1.5 for cantrip, 3 for ability score.

Ribbons: None

Final Build Weight: 13

Conclusions

Not exactly the most interesting race but it's different enough to be worth keeping.

RACES | DUNCEHACK