Races - Part 6 - Rare Races

Duncehack Edition

Part 6

Skipping the preamble because this is Part 6 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?

Firbolg, Goliath, Kalashtar, Kor, Vedalken, Merfolk, Triton

RACES | DUNCEHACK

Firbolg

  • Ability Scores: Str +1; Wis +2
  • Size: Medium
  • Speed: 30 ft.
  • Firbolg Magic. You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.
  • Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.
  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Speech of Beast and Leaf. You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
  • Languages. Common, Elvish, and Giant.

Source: VGM, page 107


Build Point Weight: 22

9 for ability scores, 6 for firbolg magic, 3 for hidden step, 1 for powerful build, 1 for Speech of Beast and Leaf, 2 for extra language

Ribbons: 4

Powerful Build, Extra Language, Speech of Beast and Leaf

Final Weight: 18

Conclusion

The magic gets to be so cheap despite being short rest because one's a ritual.

Other than that, they're fine.

Moving on.


Goliath

  • Ability Scores: Str +2; Con +1
  • Size: Medium
  • Speed: 30 ft.
  • Natural Athlete. You have proficiency in the Athletics skill.
  • Stone's Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.
  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Mountain Born. You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.
  • Languages. Common and Giant.

Source: VGM, page 108. Also found in EEPC, page 10.


Build Point Weight: 16 (9 for Ability Scores, 2 for skill proficiency, 3 for Stone's Endurance, 1 for Powerful Build, 1 for Mountain Born).

Ribbons: 2

Mountain Born, Powerful Build

Final Weight: 14

So, what's wrong with Goliath?

No matter which way you cut it, they're a shitty Firbolg.

So, what to do?

Why don't they have Cold Resistance? they're supposed to live on a god damned glacier.

They're supposed to be tireless athletes, where's the mechanical incentive for that?

Goliath - Changed Rules

Cold Resistance: You have resistance to Cold damage. Relentless: You have advantage on saves to resist the effects of Fatigue. In Addition you when you roll a 1 on your hit die rolls during a short rest, you may reroll the hit die, you must take the second result.


Build Point Weight: 4

2 for the damage resistance, 2 for the Relentless feature.

Ribbons: None

Final Weight: 18


RACES | DUNCEHACK

Kalashtar

  • Ability Scores: Wis +1; Cha +1; Choose any +1
  • Size: Medium
  • Speed: 30 ft.
  • Dual Mind. When you make a Wisdom saving throw, you can use your reaction to gain advantage on the roll. You can use this trait immediately before or after you roll, but before any of the roll's effects occur.
  • Mental Discipline. You have resistance to psychic damage.
  • Mind Link. You can speak telepathically to any creature you can see within 60 feet of you. You don't need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself. As a bonus action when you're speaking telepathically to a creature, you can give that creature the ability to speak telepathically to you until the start of your next turn. To use this ability, the creature must be within 60 feet of you and able to see you.
  • Psychic Glamour. Choose one of the following skills: Insight, Intimidation, Performance, or Persuasion. You have advantage on all ability checks you make with that skill.
  • Severed from Dreams. Kalashtar sleep, but they don't connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to spells and other magical effects that require you to dream, like the dream spell, but not to spells and effects that put you to sleep, like the sleep spell.
  • Languages. You can speak, read, and write Common, Quori, and one other language of your choice.

Source: WGE, page 62


Build Point Weight: 22

9 for Ability Scores, +1 Choice tax, 2 for dual mind, 1 for psychic resistance, 1 for mind link, 4 for Psychic Glamour, 1 for Severed from Dreams, 2 for extra language, +1 choice tax

Ribbons: 4

Severed from Dreams, Extra Language

Final Weight: 18

Conclusion

I must confess, as much as I like Eberron, these guys are largely forgettable, and coincidentally, they actually need some love.

Maybe the people at Wizards realised that no one remembers they exist either.

They don't need anything really. All that access to advantage...


Kor

Rules
  • Ability Scores: Dex +2; Wis +1
  • Size: Medium
  • Speed: 30 ft., climb 30 ft.
  • Brave. You have advantage on saving throws against being frightened.
  • Climbing. You also have a climbing speed of 30 feet as long as you are not encumbered or wearing heavy armor.
  • Kor Climbing. You have proficiency in the Athletics and Acrobatics skills.
  • Languages. Common, and communicate in the silent speech of the Kor.
  • Lucky. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Source: PSZ, page 10

Build Point Weight: 18 (9 for Ability Scores, 1 for Brave - it's a specialisation, 1 for Climb Speed, 4 for skill proficiencies, 3 for lucky).

Ribbons: None

Final Weight: 18

Conclusion

Kor... are fine. Personally I think something more interesting than Lucky could have gone in that space, but the Plane Shift issues tend to try and keep a rough template with the PHB class options.

If you care about legalities (maybe you're trying to sell that setting you're homebrewing?), you should know that Kor are under the MTG copyright.

Can't find any folkloric creature that fits them, so you'll have to come up with a name for them.


Lucky

Personally I think this should give them access to the Bountiful Luck and Second Chance feats, but that's up to you at your table.

RACES | DUNCEHACK

Vedalken

  • Ability Scores: Int +2; Wis +1
  • Size: Medium
  • Speed: 30 ft.
  • Languages. Common and Vedalken.

Build Point Weight: 9

9 for ability scores

Ribbons: None

Final Build Weight: 9

Kaladesh

  • Vedalken Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
  • Aether Lore. Whenever you make an Intelligence (History) check related to magic items or aether-powered technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Source: PSK, page 23


Build Point Weight: 7

6 for Vedalken Cunning, 1 for Aether Lore

Ribbons: Aether Lore

Final Build Weight: 16

Ravnica

  • Vedalken Dispassion. You have advantage on all Intelligence, Wisdom, and Charisma saving throws.
  • Tireless Precision. You are proficient in one of the following skills of your choice: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand. You are also proficient with one tool of your choice. Whenever you make an ability check with the chosen skill or tool, roll a d4 and add the number rolled to the check's total.
  • Partially Amphibious. By absorbing oxygen through your skin, you can breathe underwater for up to 1 hour. Once you've reached that limit, you can't use this trait again until you finish a long rest.
  • Languages. You know one other language of your choice.

Source: GGR, page 21


Build Point Weight: 12

9 for Vedalken Dispassion, 3 for Tireless Precision

Ribbons: Partially Amphibious

Final Build Weight: 21

So What's Broken?

The only reason Vedalken Dispassion isn't any higher is because it's hard to force those saves through non-magical means. Still a big bloody deal though. Big enough they need a nerf in my opinion.

Ravnica Vedalken are just Kaladesh Vedalken but better. So just going to hand the Ravnica ones Aether Lore (rewriting it a little as not to be so Kaladesh specific) because it's literally all the Ravnica ones are missing from the Kaladesh set.


Vedalken - Changed Rules

  • Ability Scores: Int +2; Wis +1
  • Size: Medium
  • Speed: 30 ft.
  • Languages. Common and Vedalken, one other language of your choice.
  • Aether Lore. Whenever you make an Intelligence (History) check related to magic items or magically powered technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
  • Vedalken Dispassion. You have advantage on all Intelligence, Wisdom, and Charisma saving throws.
  • Tireless Precision. You are proficient in one of the following skills of your choice: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand. You are also proficient with one tool of your choice. Whenever you make an ability check with the chosen skill or tool, roll a d4 and add the number rolled to the check's total.
  • Partially Amphibious. By absorbing oxygen through your skin, you can breathe underwater for up to 1 hour. Once you've reached that limit, you can't use this trait again until you finish a long rest.

Build Point Weight: 12

9 for Ability Acore Increases, 9 for Vedalken Dispassion, 3 for Tireless Precision, 1 for Aether Lore, 2 for extra language, +1 choice tax

Ribbons: 1

Partially Amphibious, Aether Lore.

Final Build Weight: 21


Regarding the legality of the naming. Vedalken is a Magic: The Gathering property.


Vedalken Dispassion Seems a bit... Strong...

Strong, and kind of unnecessary. Non-magical saving throws are special for a reason, they get around otherwise really difficult to counter opponents. This... actually kind of breaks an unspoken rule of 5e: non-magical saves require enough effort that pulling them off is rewarded.

If I broke my 'No Nerfs Rule'?

Vedalken Dispassion only gives advantage against magic saving throws.

Aether Lore

Optional rule if you don't like limited Expertise:

"Aether lore give advantage rather than twice the proficiency modifier."


RACES | DUNCEHACK

Merfolk

  • Ability Scores: Cha +1
  • Size: Medium
  • Speed: 30 ft., swim 30 ft.
  • Amphibious. You can breathe air and water.
  • Swimming. You have a swimming speed of 30 feet.
  • Languages. Common, Merfolk, and one additional language of your choice.

Build Point Weight: 7

3 for ability scores, 1 swim speed, 2 for extra language, +1 choice tax

Ribbons: 3

Extra Language

Final Build Weight: 4


Source: PSX, page 12 & Source: PSZ, page 13

Ixalan - Blue

  • Ability Scores: Int +2;
  • Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
  • Lore of the Waters. You gain proficiency in the History and Nature skills.

Build Point Weight: 12.5

6 for ability scores, 1.5 for cantrip, +1 choice tax, 4 for extra skills

Ribbons: None, but cantrip rounds down

Final Build Weight: 16

Ixalan - Green

  • Ability Scores: Wis +2
  • Size: Medium
  • Cantrip. You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.
  • Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Build Point Weight: 12.5

6 for ability scores, 1.5 for cantrip, +1 choice tax, 2 for Mask of the Wild

Ribbons: 2.5

Mask of the Wild, cantrip rounds down

Final Build Weight: 10

Zendikar - Cosi Creed

  • Ability Scores: Int +1; Cha +1
  • Cantrip. You know one cantrip of your choice from the bard spell list. Charisma is your spellcasting ability for it.
  • Creed of the Trickster. You have proficiency in the Sleight of Hand and Stealth skills.

Build Point Weight: 12.5

6 for ability scores, 1.5 for cantrip, +1 choice tax, 4 for extra skills

Ribbons: None, but cantrip rounds down

Final Build Weight: 16

Zendikar - Ula Creed

  • Ability Scores: Wis +2
  • Cantrip. You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.
  • Wind Creed Manipulation. You have proficiency in the Deception and Persuasion skills.

Build Point Weight: 12.5

6 for ability scores, 1.5 for cantrip, +1 choice tax, 4 for extra skills

Ribbons: None, but cantrip rounds down

Final Build Weight: 16

Zendikar - Emeria Creed

  • Ability Scores: Int +2
  • Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
  • Water Creed Navigation. You have proficiency with navigator tools and in the Survival skill.

Build Point Weight: 12.5

6 for ability scores, 1.5 for cantrip, +1 choice tax, 4 for extra proficiencies

Ribbons:

Tool proficiency, cantrip rounds down

Final Build Weight: 14

So, what's wrong with Merfolk?

Wgat should be a solid base race is just underwhelming in every way.

So, what to do?

Merfolk have a clear design idea: highly skilled. So this means that nudging that further along is easy. Ixalan Green merfolk get the shaft though. Mask of the Wild, in no universe, is as powerful as two skills.

RACES | DUNCEHACK

Merfolk - Changed Rules

Ixalan - Blue

  • Powerful Stoke: You gain advantage on Strength (Athletics) or Dexterity (Acrobatics) checks to manoeuvre in violent water (such as rips, rapids, jet streams, etc.)
  • Close to Land: You learn another language of your choice.

Build Point Weight: 2 (2 for specialisations, 2 for language proficiecncy, +1 choice tax.)

Ribbons: 3

Extra language

Final Build Weight: 18

Ixalan - Green

  • Shadow in the Water: You have proficiency in Stealth and Survival skills.
  • River's Secrets: You gain advantage on Intelligence (Investigation) or Wisdom (Perception) checks for finding hidden passages.

Build Point Weight: 6

4 for skills, 2 for specialisations

Ribbons: None

Final Build Weight: 18

Zendikar - Cosi Creed

  • Trickster's Guile: You have advantage on Charisma (Deception) to maintain a disguise, and Wisdom (Insight) to spot a disguise.
  • Trickster's Skin: You have proficiecncy in either: Diguise Kits or Forgery Tools

Build Point Weight: 2

2 for specialisations, 2 for tool proficiency

Ribbons: 2

Tool proficiency

Final Build Weight: 18

Zendikar - Ula Creed

  • Enigma's Draw: You have advantage on Intelligence (Investigation) and Intelligence (Arcana) to untangle elaborate puzzles and conspiracies.
  • Tool Proficiency: You have proficiency in cartographer's tools.

Build Point Weight: 2

2 for specialisations, 2 for tool proficiency

Ribbons: 2

Tool proficiency

Final Build Weight: 18

Zendikar - Emeria Creed

  • Scholarly Pursuits: You gain proficiency in your choice of: History, Arcana, Medicine, Nature or Religion.
  • Scholar's Reputation: You have advantage on Charisma (Performance) when lecturing on an academic subject and Intelligence (Investigation) when searching for answers in writings or other forms of scholarship.


Build Point Weight: 2

2 for skill, 2 for specialisations

Ribbons: None

Final Build Weight: 18

Conclusions

It's not a big thing conceptually here, round out the ones without ribbons to add ribbons, and skill up the ones with ribbons to have more general utility.

The specialisations give Merfolk a bit more of a niche compared to other acquitic races. Triton's big thing is that they're a race of Aquaman (so they get racial magic for it), most other acquatic creatures are a subrace. Merfolk on the other hand seem to have a niche for analytical minds.

So why not expand on that?

If you want to file off the serial numbers of the Zendikar thing, just change the creeds to more colours.

Triton

  • Ability Scores: Str +1; Con +1; Cha +1
  • Size: Medium
  • Speed: 30 ft., swim 30 ft.
  • Swim Speed. You have a swimming speed of 30 feet.
  • Amphibious. You can breathe air and water.
  • Control Air and Water. A child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water with it. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells.
  • Emissary of the Sea. Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
  • Guardians of the Depths. Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.
  • Languages. Common and Primordial.

Source: VGM, page 115


Build Point Weight: 20

9 for ability scores, 1 for swim speed, 0 for amphibious - rolled into swim speed, 6 for racial spells, 1 for Emissary of the Sea, 2 for resistance to cold damage, 1 for immunity to hydrostatic pressure

Ribbons: 2

Hydrostatic pressure immunity, Emissary of the Sea.

Final Build Weight: 18

Conclusions

I went into this assuming Triton were actually overpowered.

Reality is though, if you never enter the water, they're actually a touch underpowered. They're largely fine is what I'm saying.

RACES | DUNCEHACK