Races - Part 8 - Bestial Races II

Duncehack Edition

Part 8

Skipping the preamble because this is Part 8 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?

Lizardfolk, Minotaur, Naga, Tabaxi, Tortle

RACES | DUNCEHACK

Lizardfolk

  • Ability Scores Con +2; Wis +1
  • Size: Medium
  • Speed: 30 ft., swim 30 ft.
  • Swim Speed. You have a swimming speed of 30 feet.
  • Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Cunning Artisan. As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
  • Hold Breath. You can hold your breath for up to 15 minutes at a time.
  • Hunter's Lore. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
  • Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
  • Hungry Jaws. In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your Constitution modifier (minimum of 1), and you can't use this trait again until you finish a short or long rest.
  • Languages. You can speak, read, and write Common and Draconic.

Source: VGM, page 111


Build Point Weight: 23

9 for Ability Scores, 3 for bite, 1 for Cunning Artisan, 4 for Hunter's Lore, 3 for Natural Armour, 2 for Hungry Jaws, 1 for Swim Speed

Ribbons: 3

Hold Breath, Cunning Artisan, 1 point from Bite, 1 point worth of Natural Armour

Final Weight: 20? (18?)

Conclusions

Cunning Artisan requires you to go out of your way to use it, and that's pretty much the only reason it's weighted as a ribbon.

N.B. Swim Speed bundled with Amphibious is worth 1 point, so you can make the argument that Swim Speed here can be discounted for the fact they need to come up for air.

You can also make the argument I'm fundamantally overvaluing Hungry Jaws as it's a once/short rest feature. I'm hesitant to determine either way though.


Lizardfolk are still too strong and these arguments don't hold weight!

Here's an optional rule to tone them down ever so slightly.

Cold Blooded: When cold, such as in cold climates (or a particularly cold night) without appropriate clothes, you suffer disadvantage on initiative checks.

RACES | DUNCEHACK

Minotaur

  • Ability Scores: Str +2; Con +1
  • Size: Medium
  • Speed: 30 ft.
  • Horns. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Goring Rush. Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.
  • Hammering Horns. Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.
  • Imposing Presence. You have proficiency in one of the following skills of your choice: Intimidation or Persuasion.
  • Languages. You can speak, read, and write Common and Minotaur.

Source: GGR, page 18


Build Point Weight: 16

9 for ability scores, 3 for natural weapons, 2 for Goring Rush, 2 for skill proficiency, 2 for Hammering Horns

Ribbons: 1

Natural weapons - only 1 point worth

Final Build Weight: 17

What's wrong with Minotaur?

Labyrinthine Recall was just because it's removal from Minotaurs from the transition to UA made pretty much everyone go 'But... why?'

So what to do?

So yeah, bringing back ribbons to make them more than just big horned dudes.


Minotaur - Changed Rules

  • Labyrinthine Recall. You can perfectly recall any path you have travelled.
  • Goring Rush. Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action. This melee attack also imparts your Hammering Horns
  • Clan's Wisdom: Choose one of the following options pairs of proficiency:
    • Land: Land vehicles and herbalism kits.
    • Sea: Sea vehicles and navigator's tools.

Build Point Weight: 6

1 for Labrynthine Recall, 4 for Clan's Wisdom, +1 for Goring Rush buff

Ribbons: Labrynthine Recall, Clan's Wisdom

Final Build Weight: 18

Conclusions

Hammering Horns is superficially similar to one of the 3 features of Shield Mastery, hence its weight.

Goring Rush is superficially similar to having the Charger feat, but picking only shove actions over attack actions, and only using those shove actions to push (Attack actions are weighed higher than pushes).

Clan's Wisdom was brought in specifically so that I could bring back the Krynnish Minotaur ribbons, the land option only coming about after realising it wouldn't make sense for Ravnica minotaurs.

RACES | DUNCEHACK

Naga

  • Ability Scores: Con +2; Int +1
  • Size: Medium
  • Speed: 30 ft.
  • Speed Burst. By lowering your body to the ground and propelling yourself with your arms, you can move more quickly for a time. As a bonus action on your turn, if you have both hands free, you can increase your walking speed by 5 feet until the end of your turn.
  • Natural Weapons. Your fanged maw and constricting serpentine body are natural weapons, which you can use to make unarmed strikes. If you hit with your bite, you deal piercing damage equal to 1d4 + your Strength modifier, and your target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target takes 1d4 poison damage. If you hit with your constrict attack, you deal bludgeoning damage equal to 1d6 + your Strength modifier, and the target is grappled (escape DC 8 + your proficiency bonus + your Strength modifier). Until this grapple ends, the target is restrained, and you can't constrict another target.
  • Poison Immunity. You are immune to poison damage and can't be poisoned.
  • Poison Affinity. You gain proficiency with the poisoner's kit.
  • Languages. Common and Naga.

Source: PSA, page 21


Build Point Weight: 21

9 for Ability Scores, 1? for Speed Burst, 5? for natural weapons, 4 for poison immunities, 2 for tool proficiency

Ribbons: 3/4

1 for the bite (+1 for the poison), 2 for tool proficiency

Final Weight: 18? (17?)


So what's wrong with Naga?

To be honest, speed burst seems laughably bad. You need both hands free, you need to spend your bonus action and you only get 5 feet of movement out of it? Granted, it means you can dash in your main action for more move speed...

But honestly, why not just give them 30 move speed? It's the same result.

Well, full disclosure, I think they were trying to capture "Snake" by giving them features to represent every kind of snake but they ran out of power budget.

So what to do?

First of all, snake body. They need a climb speed.

Second of all, I don't think the poison damage is powerful enough to bump up the point cost of the bite (it's a seperate save on the most common saving throw - on the most commonly resisted damage type), as access to a longsword provides more reliable damage (though the restraint is powerful). So I'm treating that part as a ribbon too.

Third of all, Speed Burst is trash.


Naga - Changed Rules


  • Speed Burst is removed.
  • Natural Weapons is reworked and moved to Subrace Options.
  • Poison Immunity is moved to Subrace Options.
  • Poison Affinity is moved to Subrace Options.
  • Two Subrace options are given: Serpents (Cobras, Vipers, Mambas, etc. Venomous Snakes), and Constrictors (Non-venomous snakes, Pythons, Boas, etc.).
  • Climb Speed: You have a climb speed of 35 feet.
  • Fleet of Tail: You have a 35 ft movement speed while in light or medium armour.

Reset Weight: 9

Build Point Weight: 2

1 for Climb Speed, 1 for Fleet of Tail

Final Weight: 11

Serpent

  • Poison Immunity.
  • Poison Affinity.
  • Serpent Strike. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
  • 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 levels 5, 9, 13 and 17.

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

Build Point Weight: 11

4 for poison immunity, 2 for poison affinity, 1 for serpent strike, 3 for Natural Weapons

Ribbons: 3

Bite (but not poison), Poison Affinity

Final Weight: 18

RACES | DUNCEHACK

Constrictor

  • Hardened Scales. When you are wearing no armor, your AC is equal to 11 + your Dexterity modifier.
  • Tough. You gain 1hp per character level.
  • Wilderness Lore. You have proficiency with Herbalism Kits.
  • Natural Weapons. Your fanged maw and constricting serpentine body are natural weapons, which you can use to make unarmed strikes. If you hit with your bite, you deal piercing damage equal to 1d6 + your Strength modifier. If you hit with your constrict attack, you deal bludgeoning damage equal to 1d6 + your Strength modifier, and the target is grappled (escape DC 8 + your proficiency bonus + your Strength modifier). Until this grapple ends, the target is restrained, and you can't constrict another target.

    While the creature is restrained this way, you can spend your bonus action to constrict further. They must make a Strength saving throw or suffer 1d4 + your Strength modifier bludgioning damage.

Build Point Weight: 12

1 for Natural Armour, 3 for tough, 2 for wilderness lore, 5 for Natural Weapons

Ribbons: 4

1 for Natural Armour, 1 from the Bite (but not constriction), 2 for Wilderness Lore

Final Weight: 18

Conclusions

Hopefully, focusing it like this makes it feel a lot less spread thin.


You Made Naga too Strong!

Recycling the rule from above then:

Cold Blooded: When cold, such as in cold climates (or a particularly cold night) without appropriate clothes, you suffer disadvantage on initiative checks.


Tabaxi

  • Ability Scores: Dex +2; Cha +1
  • Size: Medium
  • Speed: 30 ft., climb 20 ft.
  • Darkvision. You have a cat's keen senses, especially in the dark. 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.
  • Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
  • Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Cat's Talents. You have proficiency in the Perception and Stealth skills.
  • Languages. Common and one other language of your choice.

Source: VGM, page 113


Build Point Weight: 19

9 for ability scores, 1 for climb speed, 2 for darkvision, 1 for natural weapons, 4 for skill proficiencies, 2? for Feline Agility.

Ribbons: Natural Weapons

Final Build Weight: 18

Conclusions

At first I thought I'd have to change the climb speed, but I noticed that Tabaxi have no armour restrictions to their climbing - meaning they get it in heavy armour.

Maybe I'm overvaluing the power of Feline Agility. I dunno, hard to find a comparison for that feature.

Otherwise, Tabaxi are fine.

RACES | DUNCEHACK

Tortle

  • Ability Scores: Str +2; Wis +1
  • Size: Medium
  • Speed: 30 ft.
  • Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike.
  • Hold Breath. You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.
  • Natural Armor. Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
  • Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
  • Survival Instinct. You gain proficiency in the Survival skill.
  • Languages. You can speak, read, and write Aquan and Common.

Source: TTP, page 3


Build Point Weight: 19

9 for ability scores, 1 for shell defense (Weighted so low because of how internally restrictive it is), 2 for skill proficiency, 1 for natural weapons, 3? for Natural Armor.

Ribbons: 1

Hold Breath, Natural Weapons

Final Build Weight: 18


Conclusions

Honestly, I don't know if 3 is the right weight for the shell, it's just the rest of the race's kit winds up being worth 15 and that's what's left.

I'd argue it's because it's no different to having heavy armour proficiency from a mountain dwarf except you start with the armour for free, but as it's also immune to heat metal and shocking grasp it can be argued the other way too.

Point is, Tortle's fine and I'm leaving it alone.


RE: Tortle AC

Personally, if you're going to go all-in on the shell, why not just go 18AC to bring it up to plate?

But others would argue with me on the balance of that, I say they're not creative enough with their saving throws.

Optional Rule:

"Natural Armor provides 18 AC instead of 17"

I agree with you, but I'm not allowing full plate at level 1!

Even though Warforged allows it out the gate and it only gets better from there?

Okay, whatever, let them 'grow' into their shell at level 5.