Not by default, but it's a good step towards bringing a lot of those races up to par. It's pretty rare that those spells are top shelf spells. Out of the ones that are good they tend to be low level spells. Making them always prepared give those races a bit of a twist on their spell list regardless of what class they are playing. I don't forsee such a thing as a balance concern for a few reasons...After reading the Triton section.
Wait hold up: your telling me that any race that comes with Spells, that isn't a cantrip, like Fog Cloud or Creste/Destroy water, COUNTS towards your list of spells known and prepared?
Yes... That was obvious. But even though it is good, it still does not justify your change to goliath who is already in a good shape. The Armor proficiency and +2 to two stats is great.... but not so much that 1d12+3 damage reduction times (level +1) is justified. That is way overpowered for a single combat. And over a standard day, it is a nerf, because you trade 3 free uses for 1.I see your confusion. Mountain dwarf is all of That means that you can now have caster with +2/+2 light armor proficient medium armor proficient, poison resistant, & some ribbons after tasha's pointed a spotlight on the loser races.
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No the goliath suggestion has the same one free and you can burn hit dice for more. Everything that was one per rests got some form of additional use mechanism such as hit dice ki points spell slots & so forth.in the case of goliath it was hit dice.Yes... That was obvious. But even though it is good, it still does not justify your change to goliath who is already in a good shape. The Armor proficiency and +2 to two stats is great.... but not so much that 1d12+3 damage reduction times (level +1) is justified. That is way overpowered for a single combat. And over a standard day, it is a nerf, because you trade 3 free uses for 1.
So you encourage the 5 min work day.
Now if you want to speak about legendary half plate: there are other magical protections for a wizard without armor proficiencies. I'd also wager that in a typical party the wizard will be the last who gets that +3 armor, because relying on it usually means the wizard did something wrong: being in the mid of melee combat...
Wrong. Right now it recharges on long or short rest. Quite difference. You suggest long rest.No the goliath suggestion has the same one free and you can burn hit dice for more. Everything that was one per rests got some form of additional use mechanism such as hit dice ki points spell slots & so forth.in the case of goliath it was hit dice.
that was a mistake. The only thing approaching a nerf should be stuff like the goblin fury of the small going from once/rest +Level damage to +1/4level on attacks & spell attacks without the rest limit.Wrong. Right now it recharges on long or short rest. Quite difference. You suggest long rest.
So maybe you could say: sorry. I can't read your mind.that was a mistake. The only thing approaching a nerf should be stuff like the goblin fury of the small going from once/rest +Level damage to +1/4level on attacks & spell attacks without the rest limit.
I don't agree. Hit dice do not return on a short rest* & it's fairly normal for a character concerned about mitigating damage like that would be getting hit more than once per rest. The only way it encourages the 5mwd is if it did before. What it really does is say that this particular character can expend a hit die after that first free use to nullify 1d12 + con damage(avg6.5+con) when they get hit rather than waiting till a short rest to recover hit die size + con + possibly song of rest or similar. If a character has high con that might nullify worrisome attacks in the early levels when they have few hit dice to splurge, but such a character should feel like their choice mattered when it counts rather than "well I should use it the first time I get hit for ~6+con just so I don't waste if if we take a short rest before a critical moment".So maybe you could say: sorry. I can't read your mind.
Still the ability as you present it is way better than the armor proficiency and it encourages a 5 min workday, because you can blow all your healing resources into an average of 10 damage prevented per turn. That is bad mechanic to include.