Friday, November 27, 2015

D&D Homebrew: Retooling the Tiefling, Aasimar, and Eladrin

Why did I make this?



I really like 5e D&D's setup. The mechanics are simplified and given good structure in 5e, making homebrewing a snap. I dislike the way power scales in 5e, that's another issue entirely. I'm putting aside my laundry list of complaints. Right now, I'm going to focus on the big problem I have with 5e.

The races. I feel a few should be tweaked while others should be retooled entirely. I'll hold off on the minor tweaks until the very end, though. For now, I'm going to focus on my big 3.

The Planetouched





It's no secret that I love the Planetouched. They are my favorite races in all of D&D. I feel like the planetouched by and far were not done justice in 5e. For starters, Tiefling being made solely for Warlock removed the versatility of the race. Especially since its infamous +2 DEX boost was taken away, and DEX is the golden stat in 5e. Aasimar being made just to create a foil/mirror to Tiefling reduced not only the versatility of Aasimar, but it doesn't make them feel like anything special if they were created for the express purpose of being a foil to another race. Plus, any race that gets +2 CHA would invariably be competing with Half-Elf, which reduces the value of the race even further. So I'm attempting to fix that with what my interpretation of them should be.

As with any race homebrew, I'm basing this off the ReD&Dit Guide to Homebrewing Races

First, let's start with the most infamous of the planetouched as well as my favorite:

Tiefling





I'm attempting to rework Tiefling for 2 reasons. A) Feel more like devilspawn and B) adjust to how I believe fiendish blood would effect an individual. Getting mental boosts but no physical ones (+1 INT and +2 CHA) makes no sense to me, as I would expect fiendish blood to effect your physical traits before your mental ones. So, I reworked the mechanics and added some fluff. Like with all races, they should never be really great at just one class but instead good at several classes. (Another reason why making Tiefling expressly for Warlock was a bad idea.) The classes I see this being good for are Rogue (obviously), Monk (especially Shadow Monk), Ranger, and Wizard. I feel that this might be too OP as Rogue, however, so any feedback is greatly appreciated.

Tieflings can be born of half-fiends, cambions, or lesser daemons such as Succubi and Incubi. Some Tieflings can trace their roots back to archdukes and duchesses of fiends, such as Mephistopheles. Others are simply descended from a pit fiend or balor or the likes. While their fiendish blood gives them the ability to become potent warriors, scouts, and spellcasters, they must also deal with the knowledge of what they are descendant from, assuming that the Tiefling wasn't killed at birth or childhood. There is always at least one dead giveaway of the Tiefling's fiendish ancestry, be it horns, a tail, the eyes, the skin or hair color, or having cloven hooves. They can have any combination of these or only one. This is where the uniform look of Tieflings end. For example: 2 Tieflings can have horns, but one's could curve like a ram's while the other's spiral upwards like a gazelle's. Since demons vary almost as much as humans do, no 2 Tieflings are ever exactly the same. Kind of like a tiger's stripes. You can still tell what species they are, but there are enough differences in their appearances that you can distinguish one from another. The pictures below demonstrate just how different in appearance Tieflings can be.





Total Score: 6

(4) Ability Score Increase Your DEX increases by +2 and your INT increases by +2.
(.5) Superior Darkvision You don't possess the Devil's Sight your fiendish ancestors do, but your Darkvision is still a cut above the rest. You have Superior Darkvision out to 120ft.
(.5) Friend of Darkness Fiends are extremely comfortable in dark places. When you're in non-magical darkness (not dim light, complete darkness), you have advantage to save against being frightened.
(0) Fiendish Heritage You have immunity to Fire Damage but vulnerability to Radiant Damage. Additionally, if you are hit with a consecrated item such as Holy Water, you have disadvantage on attack roles until the start of your next turn. This also applies to any spell cast through a Holy Symbol that hits you.
(.5) Cantrip Fiends are masters at trickery. You know one non-damaging cantrip of your choice from the Warlock spell list.
(.5) Skill Fiends have a knack for flattery. You gain proficiency in the Deception skill.

Languages, Age, Size, Movement Speed, and Alignment are unchanged.


Now, where does this leave Warlock Pact with a Fiend? The way I see Tiefling Warlock is like a prestige class. I think the PHB Tiefling should be used for people who go the express route of Warlock Pact with a Fiend, as it represents someone who wasn't born a Tiefling but became one. See, I like the idea of your pact with an extraplanar entity (especially a fiend) effects you over time. I don't like how you just start out as a Warlock and full fledged Tiefling. I honestly think Warlock (and Bard for that matter) should be reworked as Prestige Classes but I know that ain't everyone's cup of tea. For those about to 'Lock, we salute you. Nobody's saying you have to use this homebrew sheet, but personally this is definitely the one I'm going to be using for all Tieflings in my games that I play and DM from now on. 

Aasimar




I'm attempting to make Aasimar feel like actual Angelspawn (is that even a word?) without making them feel like just a foil to Tiefling. Like with all races, they should never be really great at just one class. Instead, they should be good at several. I can definitely see Paladin and Cleric as viable options, but also Druids, Fighters, and STR based Rangers.

Aasimar are the most common of the planetouched, but that doesn't say much since planetouched are very uncommon. Aasimar have it a little better off than the other Planetouched given the nature of their otherworldly ancestry, but to the small, quiet villages not used to uncommon races, all the Planetouched are the same and are shunned accordingly. Since Angels don't vary anywhere near as much as Fiends do, Aasimar tend to have more similarity in their appearance. Since they're still part human, however, they can still vary widely. The biggest marks of their celestial lineage is seen in that their eyes almost always are a solid, glowing white color and in certain light, one might even think an Aasimar has a halo over their head.

Total Score: 6

(3) Ability Score Increase Your STR increases by +2 and your WIS increases by +1.
(1) Resistance Your celestial lineage makes you incredibly healthy. You have the Poison Resilience ability as Dwarves do, and you also have advantage to save against disease.
(.5) Superior Darkvision You don't possess the Truesight that your Angelic ancestors do, but your Darkvision is still a cut above the rest. You have Superior Darkvision out to 120ft.
(.5) Skill Your angelic instincts make you keen to pick up on when people are lying to you. You gain proficiency in the Insight skill.
(.5) Cantrip You know one cantrip of your choice from the Cleric spell list.
(.5) Extra Language You know Common, Celestial, and one additional language of your choice.

Alignment, Age, Movement Speed, and Size remain unchanged.



Elves





I know. I'm willing to bet you're rolling your eyes right now. Elves. One of the most overdone cliches, right? I don't blame you, honestly. Usually when people create their own elves the results are at the corner of cancer and autism. Now me, I love elves. At least when they're done right.

I really want elves to feel like Fey. A great series on fey is the Spiderwick Chronicles by Tony DiTerlizzi (he's a prolific D&D artist, as well- that picture of the Aasimar that I used? He's the one who made that) and Holly Black. Spiderwick Chronicles is the only series I've ever read that had elves that actually felt like fey. They aren't some vapid Legolas clones- they're quite frankly unnerving, as you never know what they're thinking and they're ruthless warriors. Even the Seelie elves are unnerving. Seriously, read the series if you haven't. The dwarves, elves, and other mythological creatures are really well done, probably the best adaptation of them I've ever seen in fiction. Additionally, the K'vothe series by Patrick Rothfuss also does a great job with fey. (Rothfuss is also a hardcore D&D player.) Now what does that have to do with this post? Reading these 2 series, as well as playing DCC, made me really want to rework elves, especially the Eladrin.

The regular elves are simple enough. Anything with Fey Ancestry should also take a vulnerability to iron. Elves, Dryads, Satyrs... Fey Ancestry means you're vulnerable to iron. Specifically, piercing, slashing, and bludgeoning from non-magical iron weapons. The only exception to the Fey Ancestry rule is Half-Elf, in which case the effect is dampened (explained in detail next paragraph). The only race I really want to rework is Eladrin, the original Tel'Quassir, for 2 reasons. 1) They're the original elves, who live in the elf homeland of the Feywild. 2) While giving vulnerability to iron will help elves feel like fey, I don't think that the majority of players would willingly debuff their own character to make them feel more like the related lore unless there was some positive trade-off to gain.

But first, what happens if a Half-Elf touches iron? Well, my idea for it is inspired by the manga Blue Exorcist. For those of you who haven't read the series, the main character is a half-fiend, the son of Satan. When he touches Holy Water, it causes him pain and breaks his concentration. However, it doesn't really hurt him. For example, there's a scene where he's fighting a priest and he gains the upper hand and is about to kill the priest's familiar before the priest soaks him in holy water. This breaks his concentration and he pauses for a few seconds due to the pain, but then gets back up and continues fighting (much to the dismay of the priest). I see the much the same thing happening to Half-Elves touching iron. It would cause them pain and break their concentration, but aside from that they'd be relatively unharmed.

Eladrin




Like with before, good at several classes but not very great at just one. I see Wizard, Sorcerer, and Druid as the best fits but can also make good Bards, Arcane Trickster Rogues, and strangely enough Warlocks (another reason why I think Warlock needs to be reworked at a prestige class).

Some of the longest lived beings short of demi-gods and similar higher class beings, Eladrin have seen a lot. Magic is no stranger to them, and with their longer lifespan as well as growing up around magic, Eladrin know the ways of magic very well. Eladrin are very flexible, however, so much so that they have very little trouble taking up the life of adventuring. Their primary focus is magic, however, so their motives are usually quixotic.

Total: 6.5

(3) Ability Score Increase Your DEX increases by +1 and one mental stat of your choice increases by +2.
(1.5) Innate Magic You have 3 Lv 1 spells you know innately and they don't count against your class's spells slots. You can cast them once per day. You roll them DCC style but use the Lv 1 spells from 5e. Whichever mental stat you increased is the spellcasting ability for these spells.

Now, how does rolling your spells DCC style work? Well there are 63 total Lv 1 spells in 5e (124 if you count Elemental Evil and Not Really Complete Tome of Spells). Simply roll 3 times using an online roller to create a custom d63 dice. I know you don't want to go in and count every single spell though, so here is a blog post I made that numbered the spells for you and linked to their descriptions. (I also included some additional helpful resources like online rollers to create a d63 dice.)

Lastly, these innate spells level up with you. At Lv 4, these spells are cast as if they are Lv 2 spell slots (if applicable, that is. If a spell doesn't have a Lv 2 effect, such as Identify, it stays Lv 1). Every 4 levels you gain, these gain 1 more spell level. So that's Lv 3 innate spells at Lv 8, Lv 4 innate spells at Lv 12, Lv 5 innate spells at Lv 16, and Lv 6 innate spells at Lv 20. If the spell doesn't level up, you can choose a cantrip from the same school of magic as the spell to gain instead. (For Example: if you get Identify as an innate spell, which comes from Divination school of magic and doesn't level up, you can choose a Divination cantrip such as Guidance once you hit Lv 4.) You can only do this once per spell, not once per 4 levels.
(.5) Fey Ancestry You have advantage to save against being charmed and can't be put to sleep by Magical Reasons
(-1.5) Vulnerability Iron burns fey. Whenever you are dealt nonmagical bludgeoning, piercing, or slashing damage from iron weapons you are vulnerable to the damage. Additionally, you cannot wear iron armor. Medium Armor if iron will do 1d6 damage to you each hour. Heavy Armor will do 1d10 damage to you every hour. Non-iron metal such as mythril or silver is fine to touch for you, as is iron if you're not directly touching it (for example: picking up a piece of iron with a leather gauntlet on your hand).
(.5) Nimble If you aren't wearing heavy or medium armor, you can move through the space of one creature that is a size larger than you.
(.5) Elvish Armor Training (or lack thereof) If you aren't wearing any armor, you movement speed is 40ft per turn. If you are wearing light armor, your movement speed is 35ft per turn. If you are wearing medium armor, your movement speed is 30ft per turn. If you're wearing heavy armor, your movement speed is 25ft per turn.
(.5) Elvish Weapon Proficiencies You gain proficiency in Longbow and Shortbow. Additionally, you ignore disadvantage to hit on distance. For example, shooting 600ft with a Longbow gives you no disadvantage on your attack roll. You still have disadvantage to hit if the target is within 5ft though.
(.5) Darkvision Elves are keen on their environment, as well as their fey ancestry grants them the ability to see in the dark. You have Darkvision out to 60ft.
(.5) Skill Elves have keen senses. You gain proficiency in Perception.
(.5) Trance You don't need to sleep. Instead you go into a meditative trance for 4 hours.

I've said earlier that any race that gets +2 CHA boost would invariably be competing with Half-Elf. In terms of spellcasting, Eladrin has it. In terms of general versatility, however, Half-Elf has it. Therefore, I think Eladrin and Half-Elf can stand on equal ground. If you're wondering why Eladrin are so good at spellcasting but so terrible at everything else: I personally see elves as terrible warriors but awesome spellcasters with great sneakiness. The only exception is Drow. I do see Drow as great warriors, born to be gish fighters.


Minor Tweaks

This is just my interpretation of the races as well as trying to buff their mechanics.

Dwarf Being able to smell gold and precious gems and this ability functions exactly like the Rust Monster's Iron Sense does. Additionally, remove Darkvision and instead give no disadvantage from dim light as well as getting infra-vision. That is, they can see sources of heat when underground or without a light source. If a group is underground and a dwarf is in the lead, the group moves twice as fast and can only become lost by magical means. Also, if a Dwarf is underground they have advantage to save against being frightened. This helps the dwarves feel more like underground explorers and lovers of precious metals. Infravision instead of Darkvision makes them feel like they are used to being underground. I think Drow shouldn't have their Darkvision replaced though since the Underdark is a different beast entirely than regular underground. Dwarves could still navigate the Underdark fairly well though with these tweaks, but not as well as regular underground. Which is kind of the point. Even in a foreign environment, Dwarves are still most comfortable when underground.

Drow Instead of +1 CHA, make the +1 go to any mental stat they choose. The Drow Magic casts from the mental stat they chose. This helps Drow feel more like Gish fighters and makes them more attractive a choice since they get 2 debuffs according to this (a vulnerability to iron on top of their original Sunlight Sensitivity).

Halfing Being able to use their Lucky ability on any teammate they can see as a reaction. If the Halfling can't see their teammate (such as if they're in darkness or blinded) then they can't use the luck on them. I always saw Halfling as support pieces, not particularly powerful on their own but great force multipliers. Being able to burn luck on other players helps Halfling have some redeeming value, because otherwise Halfling is overshadowed by some other race (usually Gnome) for every single class.

Half-Elf Whenever you take damage from a non-magical iron weapon, you automatically fail any concentration check. Additionally, you have disadvantage to attack until the start of your next turn. I don't need to explain this tweak since it's in the above paragraphs. Some people might not take it at all because like I said, I don't think many players would willingly debuff their characters in order to make them more suited to lore unless there was some positive trade-off in return. As a DM, when players do that to their characters, especially elves, I give them something good in game as a reward.

Half-Orc You can add your proficiency bonus to Perception checks made with smell. If you're already proficient in Perception, you double it for smell checks. Helps make the Half-Orc feel like a tribal warrior or a hunter. Full blooded Orcs are nocturnal, as sunlight bothers them. Half-Orcs are adept at moving at nighttime since they can rely on both their sense of sight and smell, and since sunlight doesn't bother them as much as their full blooded brethren they are more versatile. This combined with their eagerness to prove themselves, if not to a tribe of their full blooded brethren than the desire to achieve greatness, makes Half-Orcs readily willing to join most adventuring groups.


Any feedback would be greatly appreciated for these races. Also, I don't claim any of the pictures used in this post. I like to give credit where credit is due so if I happened to use one of your pictures let me know so I can link it to you.

Numbered Spells in 5e

This blog post is being made to number spells in 5e for rolling your innate spells DCC style, as per my Eladrin homebrew. This also includes links to useful online rollers, a website that has every spell description organized alphabetically, and a website that lets you filter spells according to class, level, school of magic, and source.

Rollers:
Rolz, an online chatroom with codes for rolls that can also be seen by anyone in the room (useful for groups that have problem players who like to fudge their rolls).

Brock Jones, an online dice roller that lets you save past dice codes for easy access

Spell descriptions:
5e grimoire, organized alphabetically

Spell list with detailed filters:
Asmor

Lv 1 spells from the Player's Handbook, numbered in alphabetical order and links to their description:

1) Alarm

2) Animal Friendship

3) Armor of Agathys

4) Arms of Hadar

5) Bane

6) Bless

7) Burning Hands

8) Charm Person

9) Chromatic Orb

10) Color Spray

11) Command

12) Compelled Duel

13) Comprehend Languages

14) Create of Destroy Water

15) Cure Wounds

16) Detect Evil and Good

17) Detect Magic

18) Detect Poison and Disease

19) Disguise Self

20) Dissonant Whispers

21) Divine Favor

22) Earth Tremor

23) Ensnaring Strike

24) Entangle

25) Expeditious Retreat

26) Faerie Fire

27) False Life

28) Feather Fall

29) Find Familiar

30) Fog Cloud

31) Goodberry

32) Grease

33) Guiding Bolt

34) Hail of Thorns

35) Healing Word

36) Hellish Rebbuke

37) Heroism

38) Hex

39) Hunter's Mark

40) Identify

41) Illusory Script

42) Inflict Wounds

43) Jump

44) Longstrider

45) Mage Armor

46) Magic Missile

47) Protection from Evil and Good

48) Purify Food and Drink

49) Ray of Sickness

50) Sanctuary

51) Searing Smite

52) Shield

53) Shield of Faith

54) Silent Image

55) Sleep

56) Speak with Animals

57) Tasha's Hideous Laughter

58) Tenser's Floating Disk

59) Thunderous Smite

60) Thunderwave

61) Unseen Servant

62) Witch Bolt

63) Wrathful Smite