Races - Part 9 - Monstrous Races (And Warforged)

Duncehack Edition

Part 9

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?

Changeling, Kobold, Vampire, Yuan-ti Pureblood, Warforged

RACES | DUNCEHACK

Changeling

  • Ability Scores: Cha +2; Choose Int or Dex +1
  • Size: Medium
  • Speed: 30 ft.
  • Change Appearance. As an action, you can transform your appearance or revert to your natural form. You can't duplicate the appearance of a creature you've never seen, and you revert to your natural form if you die. You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this trait to become quadrupedal, for instance. Your clothing and other equipment don't change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible. Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
  • Changeling Instincts. You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, or Persuasion
  • Unsettling Visage. When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses. Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.
  • Divergent Persona. You gain proficiency with one tool of your choice. Define a persona associated with that proficiency: establish the name, race, gender, age, and other details. While you are in the form of this persona, the related proficiency bonus is doubled for any ability check you make that uses that proficiency.
  • Languages. You can speak, read, and write Common and two other languages of your choice.

Source: WGE, page 60.


Build Point Weight: 25 (9 for ability scores, 3? for Change Appearance, 1 for Unsettling Visage, 4 for skill proficiency 5 for Divergent Persona + 1 for choice tax , 2 for extra language +1 for choice tax).

Ribbons: 8

Divergent Persona - even if it sort of boggles the mind that it is. Extra language.

Final Weight: 18?


Conclusions

If you want to see Changelings shine, run a game focused on espionage and conspiracy.

Other than that, I can't quite get a good sense of how powerful Change Appearance is, I'm assuming it's in the realm of a half feat.

Other than that, Unsettling Visage is weighed so low because it's a 1/short rest feature and has a roleplaying tradeoff for its use.


RACES | DUNCEHACK

Kobold

  • Ability Scores: Str -2; Dex +2
  • Size: Small
  • 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.
  • Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that you can see. Once you use this trait, you can't use it again until you finish a short or long rest.
  • Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
  • Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
  • Languages. Common and Draconic.

Source: VGM, page 119


Build Point Weight: 4

0 for Ability Scores, 1 for +5 move speed, 2 for darkvision, 6 for pack tactics, -3 for singlight sensitivity, 3 for Grovel

Ribbons: None

Final Weight: 9


So what's wrong with Kobolds?

Awful for a player race. Only Orcs are worse, because Kobolds have Pack Tactics to compensate for all their other shortcomings.

First thing's first: negative ability scores have no place in 5e.

Second: If Grovel, Cower and Beg is a thing Kobolds are actually capable of pulling off consistently as a race, then it stands to reason they should have a stat to back it up. My instinct was Charisma but given that Kobold's shtick is fighting smarter, Int seems suitable as well.

I know a lot of people get annoyed with the flavour of the feature because they want to be heroic Kobolds, growing an actual spine and standing up for themselves, so I'll refluff it slightly.

Third... Where's their ribbons regarding traps? a favourite Kobold past-time?

How much is Pack Tactics really worth?

Huge point of contention among peoplewho look under the hood of this game. Some would even argue it's worth 9 (i.e. a feat and a half). Personally, with how easy it is to get sources of advantage in 5e in general, I think feat and a half is overstating it a bit. Given that Mounted Combatant gives a conditional version of this as a half feat, I think my weighting is fair.

Putting pack tactics on a player race at all was a mistake in my honest opinion however.

Kobold - Rules Changes

  • Ability Scores: Dex +2, Int +1
  • Distraction. (Renamed Grovel, Cower and Beg) Whether feigning cowardice to an overconfident foe, or unleashing a rallying cry that sounds a little too much like a true dragon, Kobolds can draw attention like no other. As an action on your turn, you can give your allies advantage on attack rolls against enemies within 10 feet of you that you can see. Once you use this trait, you can't use it again until you finish a short or long rest.
  • Trap Sense: You have advantage on Perception (Wisdom) and Intelligence (Investigation) checks to spot traps.
  • Trapper's Tools: You have proficiency in thieves' tools.


Build Point Weight: 12

9 for Ability Scores, 2 for dungeoneer, 2 for trap sense, 2 for trapper's tools

Ribbons: 6

Dungeoneer, Trap Sense, Tool Proficiency

Final Weight: 18


Conclusion

With the removal of the negatives to Strength, there was only really enough room left on the template for the added Intelligence point. Hopefully, the ribbons help flesh them out a bit instead.

RACES | DUNCEHACK

Vampire

  • Ability Scores: Cha +2
  • Size: Medium
  • Speed: 30 ft.
  • Bloodthirst. You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces it's hit point maximum to 0.
  • Vampiric Resistance. You have resistance to necrotic damage.
  • 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 Vampire.

Build Point Weight: 12

6 for Ability Scores, 2 for damage resistance, 2 for Bloodthirst, 2 for Darkvision

Ribbons: None

Final Build Weight: 12

Ixalan

  • Ability Scores: Wis +1
  • Feast of Blood. When you drain blood with your Bloodthirst ability, you experience a surge of vitality. Your speed increases by 10 feet, and you gain advantage on Strength and Dexterity checks and saving throws for 1 minute.

Source: PSX, page 14


Build Point Weight: 5

3 for Ability Scores, 3 for Bloodthirst

With Base Race: 18

Ribbons: None

Final Build Weight: 18

Zendikar

  • Ability Scores: Int +1
  • Null Creation If the target of your Bloodthirst dies, they become a Null.

Source: PSZ, page 14


Build Point Weight: 18

3 for Ability Scores, 3 for Null Creation

Ribbons: None

Final Build Weight: 18


Conclusions

It takes some thinking to use Bloodthirst but if you can pull it off... well, you're going to be a force to be reckoned with. Either way, that it requires effort to pull off it why its cost goes down significantly.

So, quick notes: Ixalan and Zendikar are clearly setting names, so if you wanted something that's setting agnostic, you'll have to rename them.

RE: Nulls

Nulls aren't given a stat block. Nor are they given any rules regarding how the Vampire is to use them.


Null

Medium undead, creator's alignment


  • Armor Class 10
  • Hit Points 3 (0d8 + 3)
  • Speed 30ft.

STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 16 (+3) 3 (-4) 3 (-4) 5 (-3)

  • Damage Immunities poison
  • Condition Immunities poison
  • Senses darkvision 60 ft., passive Perception 8
  • Languages understands all languages it spoke in life but can't speak

Undead Fortitude. If damage reduces the Null to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Aggressive. As a bonus action, the Null can move up to its speed toward a hostile creature that it can see.

Actions

Slam Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.


Vampiric Prowess: Nulls grow in power along with their commanding Vampire. They gain a bonus to the following equal to their master's proficiency modifier:

  • Hit dice (The Null's HP by 5 per extra hit die)
  • Slam attack roll
  • Armor Class

A Vampire may only control a number of Nulls equal to their Proficiency Modifier.

RACES | DUNCEHACK

Yuan-ti Pureblood

  • Ability Scores: Int +1; Cha +2
  • 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.
  • Innate Spellcasting. You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
  • Magic Resistance. You have advantage on saving throws against spells and other magical effects.
  • Poison Immunity. You are immune to poison damage and the poisoned condition.
  • Languages. Common, Abyssal, and Draconic.

Source: VGM, page 120


Build Point Weight: 35

9 for ability scores, 2 for darkvision, 6 for Racial Magic, 4 for poison immunity, 12 for magic resistance, 2 extra language

Ribbons: 2-

Extra Language

Final Build Weight: 33

Why so Broken?

Insofar as I can tell, Yuan-ti were always designed to be a 'stronger than you' bad guy for the mid tiers of the game.

For the Pureblood, they kept too much of the stuff that's normally loaded into Yuan-ti to make them threatening, basically.

It's also worth noting that their Ability Scores are such that no one wants to play them despite being flagrantly overpowered. This is the very definition of broken.

(also: Yuan-ti is a D&D copyright too. Just call them 'Serpentfolk' if you need to seperate it.)

What to do?

I... would honestly rebuild them entirely if it were me.

See my rebuild on the next page if you want.


If I dropped my "No Nerfs" rule?

Consider the following optional rules for making Yuan-ti Purebloods balanced.

Cold Blooded: When cold, such as in cold climates (or a particularly cold night) without appropriate clothes, you suffer disadvantage on initiative checks. It takes an hour of warming up to remove this disadvantage.

Drop darkvision. Most snakes aren't actually all that active at night, being cold blooded and all.


These changes shave off about 3 of the points. Now we have 12 more to purge:


Drop Magic resistance entirely.

Problem is, this change basically just makes them Tieflings with a poison theme.

Change Magic Resistance to only mental/physical stats. Drop Innate Spellcasting.

Problem is, this just makes them tall gnomes. It does mean you can treat the Innate Spellcasting as a racial feat though.


You can reintroduce these features as feats. I've include them on the next page as part of my rebuild.

RACES | DUNCEHACK

Rebuilt Yuan-Ti Pureblood

  • Ability Scores: Con +1; Cha +2 OR Int +2
  • Size: Medium
  • Speed: 30 ft.
  • Poison Immunity. You are immune to poison damage and the poisoned condition.
  • Cold Blooded: When cold, such as in cold climates (or a particularly cold night) without appropriate clothes, you suffer disadvantage on initiative checks. It takes an hour of warming up to remove this disadvantage.
  • Natural Weapons. Your fanged maw is a natural weapon which you can use to make unarmed strikes. If you hit with your bite, you deal piercing damage equal to 1d4 + your Strength modifier. When you bite, you may choose to force your target to make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target takes 2d4 poison damage.

    You may also use a weapon attack to spit this venom, at a range of 10/20 ft. The attack roll is based on your Dexterity but the attack itself does no damage unless the character fails their Constitution Saving throw.

    This poison damage increases by 1d4 at 5th, 9th, 13th and 17th levels.

    You regain use of this poison after a short or a long rest.

  • Theocracy. You have proficiency in the Religion skill
  • Serpent Lore. You have advantage on Intelligence (Nature) checks regarding reptiles or reptillian creatures.
  • Limber. You can push your body through any space that can fit your head. You have advantage to Strength (Atheletics) checks to squeeze through small spaces, and advantage to Dexterity (Acrobatics) checks for acts of contortion. You bend in ways that would damage others, being able to slip out of restraints that aren't tailored to your range of movement. You have advantage on Dexterity (Sleight of Hand) checks to slip out of binds.
  • Languages. Common, Draconic and Abyssal

Build Point Weight: 22

9 for ability scores, 4 for poison immunity, -1 for Cold Blooded, 2 extra language, 3 for Natural Weapons, 2 for Theocracy, 3 for Limber

Ribbons: 4

Extra language, Bite (but not the poison), Squeezing through small spaces

Final Build Weight: 18

Rationale?

So for the Cha/Int thing, Purebloods sort of have a conflicting flavour for stats. They're supposed to be the talky, 'can deal with outsiders' part of Yuan-ti kind, however, the defining trait of Yuan-ti, above all other considerations, is cold intelligence. I figured allowing this choice isn't a bad idea because of that.

For Theocracy, they're a society of devout demon worshippers. To not run afoul of the priesthood and get yourself sacrificed to the dark ones, you'd need to know your religious stuff.

As for Limber... well... they're snakes.


Racial Feats

Yuan-ti Spellcasting

Your Yuan-ti blood provides you with the following spells:

  • poison spray cantrip.
  • animal friendship an unlimited number of times, but you can target only snakes.
  • Starting at 3rd level, you can also cast suggestion. Once you cast it, you can't do so again until you finish a long rest.

Charisma is your spellcasting ability for these spells.

Yuan-ti Magic Resistance

You gain resistance to saving throws made on either Physical attributes (Strength, Dexterity, and Charisma) or Mental Attributes (Intelligence, Wisdom, and Charisma) incurred by spells.

This feat may be taken twice, once for each set of attributes.

RACES | DUNCEHACK

Warforged

  • Ability Scores: Con +1; Choose any two +1
  • Size: Medium
  • Speed: 30 ft.
  • Warforged Resilience. You were created to have remarkable fortitude, represented by the following benefits:
    • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
    • You are immune to disease.
    • You don't need to eat, drink, or breathe.
    • You don't need to sleep and don't suffer the effects of exhaustion due to lack of rest, and magic can't put you to sleep.
  • Sentry's Rest. When you take a long rest, you must spend at least six hours of it in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
  • Integrated Protection. Your body has built-in protective layers, which determine your Armor Class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal. You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode's prerequisite.
Integrated protection
Mode Prerequisite Armour Class
Darkwood core (unarmored) None 11 + your Dexterity modifier (add proficiency bonus if proficient with light armor)
Composite plating (armor) Medium armor proficiency 13 + your Dexterity modifier (maximum of 2) + your proficiency bonus
Heavy plating (armor) Heavy armor proficiency 16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks
  • Languages. You can speak, read, and write Common.

Source: WGE, page 69.


Build Point Weight: 17

9 for ability scores, +2 Choice Tax, 2 for Warforged Resilience, 1 for Sentry's Rest, 3 for Integrated Protection (n.b.)

Ribbons: Sentry's Rest.

Final Build Weight: 16


(n.b. So Integrated Protection is treated as if it was like having natural armour of AC13 here because it's all gated off by the armour proficiencies. The huge problem with this is the proficiency modifier scaling. I'll address that in a sidebar, because I actually think this to be overpowered)


Envoy

  • Specialized Design. You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
  • Integrated Tool. Choose one tool you're proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.

Build Point Weight: 12

6 for Specialised Design, +3 for choice tax, 3 for Integrated Tool

Ribbons: 9

Tool and language proficiency, Integrated Tool

Final Build Weight: 19

Juggernaut

  • Iron Fists. When you hit with an unarmed strike, you can deal 1d4 + your Strength modifier bludgeoning damage, instead of the normal damage for an unarmed strike.
  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Build Point Weight: 2

1 for Natural Weapons, 1 for Powerful Build

Ribbons: 2

Natural Weapons and Powerful Build.

Final Build Weight: 16

Skirmisher

  • Swift. Your walking speed increases by 5 feet.
  • Light Step. When you are traveling alone for an extended period of time (one hour or more), you can move stealthily at a normal pace. (See chapter 8 of the Player's Handbook for information about travel pace.)

Build Point Weight: 2

1 for +5 move speed, 1 for Light Step

Ribbons: Light Step

Final Build Weight: 17

So what's wrong with Warforged?

Aside from Envoy being the only worthwhile choice? Juggernaut is a pair of ribbons and Skirmisher lacks the proper tools to do what it's supposed to do.

RACES | DUNCEHACK

Warforged - Rules Changes

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

Juggernaut

  • Superior Training: You gain a Fighting Style as per the Fighter Class Feature.

Build Point Weight: 3

3 for Fighting Style

Ribbons: None

Final Build Weight: 19

Skirmisher

  • Hit and Run: When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Build Point Weight: 2

2 for Hit and Run

Ribbons: None

Final Build Weight: 19

Conclusions

Juggernaut was given a fighting style because soldiers learn more than just how to swing a punch. Meanwhile skirmisher was given a third of the mobile feat because it's the rule text that lets it actually skirmish.


To the playtester who pointed out where I was wrong in my reasoning:

I don't know if you wanted to be publically credited, but thanks for the heads up.

(For posterity: I thought you could use Bracers of Defense with a shield. I was wrong).

Is Integrated Protection overpowered?

I used to say an unmitigated 'Yes'. Now I'm more 'it wasn't as well thought out as it could have been'.

I'm okay with level 1 characters having full plate - that's not a big deal for a DM. Full plate doesn't help against burning hands.

That is... until you hit +3 proficiency modifier and then it's like you're wearing +1 armour. By 20th, it's like having +4 armour.

It's... a hard call that doesn't mesh nicely with expectations in the rest of the game.


If I drop my 'No Nerfs' rule?

Integrated protection does not scale with Proficiency Modifier. Instead: use this chart:

Integrated protection
Mode Prerequisite Armour Class
Darkwood core (unarmored) None 10 + Half your Proficiency Bonus + Your Dexterity Modifier
Padded core (armor) Light armor proficiency 13 + your Dexterity modifier
Composite plating (armor) Medium armor proficiency 15 + your Dexterity modifier (maximum of 3)
Heavy plating (armor) Heavy armor proficiency 18
Why hand them Medium Armour Master feat for free?

Three reasons:

First: They got it for free anyway at +3 proficiency.

Second: Medium armour master is a feat tax on some builds anyway - no one gets it because they're excited to pick it up. They get it because otherwise their build winds up suboptimal.

Third: 13 + 5 is a higher number than 15 + 2. Why have a feature where the light and heavy armour options get to 18, while the medium armour option only hits 17?

Is this enough to bring them back to an 18 weight?

No. Here's an optional rule for that:

"Artificial Mindset. Once per session, the DM can choose to tell the Warforged a misconception about biological creatures. It's up to the Warforged player whether or not they believe the misconception, but it is their main frame of reference on the subject at hand. The first Pursuasion or Insight check made that session by the Warforged regarding the misconception is made at disadvantage."

What if I'm okay with having +4 Armour and will hand that out to the others?

Then use the RAW, but use proficiency modifier -2 as the expected "+X" bonus of where you're at in the campaign.

What if I'm NOT okay with +4 Armour, but still want them to scale?

Use the chart above, but add the extra AC at cantrip break points (5th, 11th, 17th) instead of Proficiency bonus.


RACES | DUNCEHACK