Races - Part 3 - Uncommon Races

Duncehack Edition

Part 3

Skipping the preamble because this is Part 3 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?

Half-Elf, Half-Orc and Gnome.

Half-elf was a goddamned chore.

RACES | DUNCEHACK

Gnome

  • Ability Scores: Int +2
  • Size: Small
  • Speed: 25 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.
  • Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
  • Languages. You can speak, read, and write Common, Gnomish

Source: PHB, page 35


Build Point Weight: 13 (6 for ability scores, -1 for 25 move speed, 2 for darkvision, 6 for Gnome Cunning).

Ribbons: None

Final Weight: 13


Gnome Cunning is really powerful. I can't emphasise this enough. This ability alone is why you see Gnome Barbarian builds, it covers a weakness of the class so well.

Rock

  • Ability Score: Con +1
  • Artificer's Lore. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
  • Tinker. You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:
    • Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
    • Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
    • Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.

Build Point Weight: 5

3 for ability scores, 1 for Artificer's Lore, 1 for Tinker

With Base Race: 18

Ribbons: 2

Artificer's Lore, Tinker

Final Weight: 16

Rock Gnome Optional Rule

Making Artificer's Lore easier to explain:

Artificer's Lore. You have advantage on Intelligence (History) checks related to magic items, alchemical objects, or technological devices.


RACES | DUNCEHACK

Forest

  • Ability Score: Dex +1
  • Natural Illusionist. You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.
  • Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.

Build Point Weight: 5.5

3 for ability scores, 1.5 for Cantrip, 1 for Speak with Small Beasts

With Base Race: 18.5

Ribbons: 1.5

Speak with Small Beasts, cantrip rounds down

Final Weight: 17

Svirfneblin (Deep Gnomes)

  • Ability Score: Dex +1
  • Extra Language: Undercommon.
  • Stone Camouflage. You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.
  • Superior Darkvision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light.

Build Point Weight: 7

3 for ability scores, 1 for Specialisation, 1 for Superior Darkvision, 2 for language

With Base Race: 20

Ribbons: 2

Language

Final Weight: 18


Source: MTF, page 113, Source: SCAG, page 115, EEPC, page 5.


Shouldn't Deep Gnomes get Sunlight Sensitivity?

I think so, but... they don't have anything to offset that.

Personally, I think Svirfneblin Magic is way overloaded as a feat anyway and thematically the nondetection thing is the only thing keeping the race from getting wrecked by Drow/Duergar.

Unfortunately, they don't have the budget for a full feat in the race profile.

However, Svirfneblin Magic as a feat gives one 1st level, and two 2nd level spells. Without the nondetection clause, it's still feat-worthy.


Svirfneblin Rebalance

Use these rules if you think Svirfneblin needs tweaking

"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."

"Nondetection. Generations of evading capture in the underdark has imbued Svirfneblin with an innate camoflague against divination magic. Unless you wish to be detected by a divination spell, you are always considered under the effects of the nondetection spell."


So, what's wrong with Gnome?

Given that they're arguably the best of the short races? not much. But they could use some love.

So, what to do?

For Forest Gnomes, previous editions had them leaving no trace when they went anywhere.

For Rock Gnomes however, there wasn't much from the previous editions that I could add (except talking to burrowing animals, but I think there's like, only Badgers in 5e), so instead I went all in on the fact they're supposed to be 'sturdy' but the only mechanical reinforcement for that is the +1 Con.

Gnome - Rules Changes

Forest

  • Leave No Trace: You have advantage on Wisdom (Survival) checks to cover a creature's tracks (including your own).

Build Point Weight: 1

Final Weight: 18

Rock

  • Sturdy: You have advantage on saves to resist the effects of Fatigue. In Addition you when you roll a 1 on your hit die rolls, you may reroll the hit die, you must take the second result.

Build Point Weight: 2

Final Weight: 18

RACES | DUNCEHACK

Half-Elf

  • Ability Scores: Cha +2; Choose any other two +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.
  • Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
  • Skill Versatility. You gain proficiency in two skills of your choice.
  • Languages. Common, Elvish, and one extra language of your choice.

Source: PHB, page 38

Build Point Weight: 22

12 for Ability Scores, +2 choice tax, 2 for skill proficiencies, +2 choice tax, 1 Fey Ancestry, 2 for extra language, +1 choice tax

Ribbons: 3

Extra language.

Final Weight: 19


Not much to say here. If interbreeding is not allowed in your setting, just call them 'Low Elves' or something.

I would suggest allowing players the option pick up tool proficiencies with Skill Versatility, mostly because the only players who would take you up on that would the the ones dead set on a particular RP concept (in which case, let them!).


But Half-Elves are too powerful!

Problem is I can't strip anything off them.

Here's a couple possible solutions to this issue.

Keen Senses

One of the skills in Skill Versatility is locked to Perception (for Keen Senses) to shave off the choice tax.

Alternative Skill Versatility

One of the skill proficiencies is traded in for a tool proficiency, which itself is treated more as a ribbon

Social Stigma (Half-Elf)

For when your setting hate half-breeds:

"Social Stigma. In your travels, you find some people are cold, aloof, or even outright hostile towards you. Once per game session, the DM may force you to reroll a social skill roll that you make."



Variant Half-Elves

When you select half elf, you can trade in your Skill Versatility feature for any of these variant features.

(I won't mention the Keen Senses option printed in SCAG if you won't).

Drow

  • Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the darkness spell once per day; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.

Build Point Weight: 24

12 for Ability Scores, +2 choice tax, 1 Fey Ancestry, 2 for extra language, +1 choice tax, 6 for drow magic

Ribbons: 3

Extra language.

Final Weight: 21

High Elf

  • Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

OR

  • Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.

Build Point Weight: 19.5/20

12 for Ability Scores, +2 choice tax, 1 Fey Ancestry, 2 for extra language, +1 choice tax, 1.5 for cantrip/2 for Elf Weapon Training.

Ribbons: 3.5/5

Extra language. Cantrip round down/Elf Weapon Training.

Final Weight: 16/15

Sea Elf

  • Swim. You gain a swimming speed of 30 ft.

Build Point Weight: 19

12 for Ability Scores, +2 choice tax, 1 Fey Ancestry, 2 for extra language, +1 choice tax, 1 for swim speed

Ribbons: 3

Extra language.

Final Weight: 16

RACES | DUNCEHACK

Wood Elf

  • Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.

OR

  • Fleet of Foot. Your base walking speed increases to 35 feet.

OR

  • 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: 20/19/20

12 for Ability Scores, +2 choice tax, 1 Fey Ancestry, 2 for extra language, +1 choice tax, 2 for Elf Weapon Training/1 for Fleet of Foot/2 for Mask of the Wild

Ribbons: 5/3/5

Extra language. Elf Weapon Training/Mask of the Wild

Final Weight: 15/16/15

So what's wrong with Half-Elf?

Well, aside from the overloaded Drow, these variants suck.

So, what to do?

Give them stuff from the parent elf race that's actually worth the two skill proficiencies.


Drow Half-Elf Balance

It's one of the few things that make me want to break my "no nerfs" rule. Giving them Sunlight Sensitivity is enough to balance them.

Sunlight Sensitivity

"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."



Half-Elf - Changed Rules

Global

All Variant Half-Elves get the following:

  • Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.

High Elf

  • Cantrips. You know two cantrips of your choice from the wizard spell list. Intelligence is your spellcasting ability for them.

Build Point Weight: 3

3 for Cantrips

Ribbons: None

Final Build Weight: 18

Sea Elf

  • Amphibious. You can breathe both air and water.
  • Electric Organ: While you are completely submerged, you have 10 ft of Blindsight. This does not extend outside the surface of the water or any spaced devoid of water inside.
  • Sea Native: You have immunity to any of the drawbacks caused by a deep, underwater environment.

Build Point Weight: 2

2 for Electic Organ

Ribbons: 0

Amphibious, Sea Native

Final Build Weight: 18

Wood Elf

  • Climb Speed: You have a climb speed of 30 ft.
  • Forestlore: You have advantage on Survival (Wisdom) checks to forage for food.
  • Fleet of Foot. Your base walking speed increases to 35 feet.
  • 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: 5

1 for Climb Speed, 1 for specialisation, 1 for Fleet of Foot, 2 for Mask of the Wild.

Ribbons: 2

Mask of the Wild.

Final Build Weight: 18


The less we talk about SCAG, the happier everyone will be.

RACES | DUNCEHACK

Half-Orc

  • Ability Scores: Str +2; Con +1
  • Size: Medium
  • Speed: 30 ft.
  • Darkvision. Thanks to your orc blood, 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.
  • Menacing. You gain proficiency in the Intimidation skill.
  • Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
  • Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
  • Languages. Common and Orc.

Source: PHB, page 40


Build Point Weight: 18

9 for ability scores, 2 for darkvision, 2 for intimidation, 2 for Relentless Endurance, 3 for Savage Attacks

Ribbons: None

Final Build Weight: 18


Admittedly the numbers for Relentless Endurance and Savage Attacks are pure guesses.

If Interbreeding is not allowed in your setting, take the Orc rules and call them Dire Orcs and call these guys Orcs. Also, Ixalan Orcs just use the Half-Orc ruleset.


Optional Rules

I personally think melee attacks on Savage Attacks is restricting - I mean what of thrown weapons?

"Savage Attacks. When you score a critical hit with a weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Social Stigma (Half-Orc)

If you think Half-Orcs need dialing back for whatever reason:

"Social Stigma. In your travels, you find some people are cold, aloof, or even outright hostile towards you. Once per game session, the DM may force you to reroll a social skill roll that you make."


RACES | DUNCEHACK