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Level Up: Advanced 5th Edition (A5E)
Can I get some feedback on a homebrew race?
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<blockquote data-quote="Tessarael" data-source="post: 8945586" data-attributes="member: 12909"><p>That wiki that I setup has restricted access, but here is a cut-and-paste the basic pricing table:</p><p></p><table style='width: 100%'><tr><th>Racial feature</th><th>Feat Cost</th><th>Comments</th></tr><tr><td>Ability +1</td><td>+0.50</td><td></td></tr><tr><td>Ability +2</td><td>+1.00</td><td></td></tr><tr><td>AC 13 + Dexterity</td><td>+0.50</td><td>All classes get access to at least light armor AC 12 equivalent.</td></tr><tr><td>AC 14 + Dexterity with Disadvantage on Stealth checks</td><td>+0.50</td><td></td></tr><tr><td>Armor proficiency, medium + light</td><td>+0.50</td><td>Compare to Moderately Armored feat.</td></tr><tr><td>Armor proficiency, heavy + medium + light</td><td>+1.00</td><td>Compare to Heavily Armored feat.</td></tr><tr><td>Breath Weapon</td><td>+1.00</td><td>The Dragonborn racial ability (5e PHB page 34).</td></tr><tr><td>Burrow, speed 5'</td><td>+0.25</td><td></td></tr><tr><td>Cannot use shields or weapons</td><td>-0.50</td><td>This penalty is mitigated by Monk and spellcasting classes.</td></tr><tr><td>Cantrip</td><td>+0.25</td><td>Compare to Magic Initiate feat.</td></tr><tr><td>Cantrip + 1st level spell at 3rd level + 2nd level spell at 5th level</td><td>+0.80</td><td>Compare to Magic Initiate feat.</td></tr><tr><td>Change shape ala Aranea, Hengeyokai</td><td>+1.00</td><td>Not sure on this pricing, offset by suspicious penalty and cold iron susceptibility</td></tr><tr><td>Climb speed and natural climber</td><td>+0.25</td><td></td></tr><tr><td>Darkvision, 30'</td><td>+0.20</td><td></td></tr><tr><td>Darkvision, 60'</td><td>+0.33</td><td>This is a very common racial ability. Poor humans.</td></tr><tr><td>Darkvision, 90'</td><td>+0.40</td><td>Sneaky Shadow Elves!</td></tr><tr><td>Darkvision, 120'</td><td>+0.45</td><td>Damn Dark Elves!</td></tr><tr><td>Darkvision, 120'</td><td>+0.50</td><td></td></tr><tr><td>Fey ancestry</td><td>+0.10</td><td>Advantage on save vs. charm; immunity to sleep magic</td></tr><tr><td>Flight with disadvantage on attacks</td><td>+0.50</td><td>e.g. Enduk, Pegataur</td></tr><tr><td>Flight</td><td>+1.50</td><td>e.g. Aarakocra</td></tr><tr><td>Flying dash bonus attack</td><td>+0.25</td><td>e.g. Enduk</td></tr><tr><td>Gills: can survive out of the water for 1 hour per point of Constitution (after that, refer to the suffocation rules).</td><td>-0.50</td><td>e.g. Aquatic Elf</td></tr><tr><td>Gnome cunning: advantage on CHA/INT/WIS saves vs. magic</td><td>+1.00</td><td></td></tr><tr><td>Heightened sense of smell: Advantage on Perception checks using smell, and on Wisdom (Survival) checks to track by scent. When tracking by smell, they may add their proficiency bonus to the survival roll.</td><td>+0.30</td><td>e.g. Lupin</td></tr><tr><td>Hit points +1/level</td><td>+0.50</td><td>Compare to the Tough feat.</td></tr><tr><td>Ignore difficult earth/stone terrain</td><td>+0.25</td><td>Earth Genasi ability.</td></tr><tr><td>Language proficiency</td><td>+0.10</td><td>Flavor with very minor benefit.</td></tr><tr><td>Lucky - reroll 1s</td><td>+0.50</td><td>If roll 1 on attack/ability check/save reroll and must use the new roll. Compare to the Lucky feat.</td></tr><tr><td>Mask of the wild, hide when you (small) only obscured by one size larger</td><td>+0.10</td><td>Hide when only lightly obscured by natural phenomena. Compare to Skulker.</td></tr><tr><td>Mountain born</td><td>+0.10</td><td>Acclimated to cold climates and high altitude, including elevations above 20,000 feet</td></tr><tr><td>Nimbleness - move through square of creature one size larger</td><td>+0.10</td><td></td></tr><tr><td>Pounce - if move at least 20' in a straight line towards target creature and hit it with a claw attack on the same turn, that target must succeed on a Strength save vs. DC 8 + proficiency + Strength bonus or be knocked prone. If the target is prone, can make one bite attack against it as a bonus action.</td><td>+0.50</td><td>Should this be treated as shove, so opposed strength athletics / dex acrobatics check, or strength saving throw?</td></tr><tr><td>Improved pounce, as pounce but get two bite attacks as a bonus action.</td><td>+0.30</td><td></td></tr><tr><td>Powerful build</td><td>+0.10</td><td>Rarely of significant benefit</td></tr><tr><td>Relentless Endurance - when reduced to 0HP, if not killed, it is 1HP</td><td>+0.50</td><td>Compare to +1 HP/level</td></tr><tr><td>Resist acid, disease immunity, breathe water</td><td>+0.10</td><td>Resistance to something uncommon</td></tr><tr><td>Resist fire, resist poison + advantage on poison saves, advantage vs. fear, etc.</td><td>+0.25</td><td>Resistance to something that occurs moderately often</td></tr><tr><td>Savage attacks - roll extra critical die</td><td>+0.25</td><td></td></tr><tr><td>Sense the unseen</td><td>+0.15</td><td>Know which square an invisible creature is in if it is within 5 feet, but still have disadvantage.<br /> Relevant thread: <a href="http://www.giantitp.com/forums/showthread.php?150077-Scent-vs-Invisible-creature" target="_blank">Scent vs Invisible creature.</a></td></tr><tr><td>Size small</td><td>-0.10</td><td>Disadvantage on attack with heavy weapon, cannot grapple size large creatures</td></tr><tr><td>Size tiny</td><td>-0.25</td><td>Unable to wield heavy weapons. Disadvantage with weapons that are not light. Cannot grapple size large or medium creatures. Halve carrying capacity.</td></tr><tr><td>Skill check advantage</td><td>+0.33</td><td>Average benefit of +3.325 on the skill roll. Similar benefit to a proficiency.</td></tr><tr><td>Skill check expertise</td><td>+0.25</td><td>+d4 to a skill roll</td></tr><tr><td>Skill proficiency</td><td>+0.33</td><td>Compare to the Skilled feat.</td></tr><tr><td>Skill specialty</td><td>+0.10</td><td>+d4 per skill specialty</td></tr><tr><td>Speed -10'</td><td>-0.50</td><td></td></tr><tr><td>Speed -5'</td><td>-0.25</td><td></td></tr><tr><td>Speed +10'</td><td>+0.50</td><td>Compare to the Mobile feat.</td></tr><tr><td>Speed + 20'</td><td>+1.00</td><td></td></tr><tr><td>Stonecunning, artificer's lore</td><td>+0.05</td><td>Double proficiency bonus on Intelligence (History) related to something, e.g. stonework, magic items, etc.</td></tr><tr><td>Stone's endurance</td><td>+0.25</td><td>Goliath ability to use reaction to roll d12+CON modifier to reduce damage. Compare to +1HP/level.</td></tr><tr><td>Sunlight sensitivity</td><td>-0.50</td><td></td></tr><tr><td>Swim speed and natural swimmer</td><td>+0.25</td><td></td></tr><tr><td>Tinker</td><td>+0.10</td><td>Rock Gnome racial ability (see 5e PHB page 37)</td></tr><tr><td>Tool check advantage</td><td>+0.10</td><td></td></tr><tr><td>Tool proficiency, artisan/gaming/musical</td><td>+0.10</td><td></td></tr><tr><td>Unarmed attack doing d3 damage or less, light and finesse</td><td>+0.00</td><td>Flavor with very minor benefit. All classes get access to simple weapons doing at least this much damage.</td></tr><tr><td>Unarmed attack doing d6 damage with light, or d4 damage with finesse/light</td><td>+0.05</td><td>Compare to the Weapon Master and Dual Wielder feats. At lower damage, the only significant benefits are always being armed and not needing to draw second weapon to make off-hand attack.</td></tr><tr><td>Unarmed attack doing d8 damage with finesse, or d8 damage with light, or d6 damage with finesse/light</td><td>+0.12</td><td></td></tr><tr><td>Unarmed two-handed attack doing d10 damage with heavy</td><td>+0.08</td><td></td></tr><tr><td>Unarmed two-handed attack doing d12 damage with heavy, or d10 damage with heavy/reach</td><td>+0.12</td><td>Compare to the Weapon Master feat.</td></tr><tr><td>Underwater vision, superior</td><td>+0.25</td><td> <ul> <li data-xf-list-type="ul">Can see in <strong>clear water with bright light</strong> to a distance of 120'.</li> <li data-xf-list-type="ul">Can see in <strong>clear water with dim light</strong> to a distance of 60' as if it were bright light.</li> <li data-xf-list-type="ul">Can see in <strong>murky water or darkness</strong> as if it were dim light to a range of 30'. Cannot discern color in darkness, only shades of gray.</li> </ul> </td></tr><tr><td>Vulnerability, uncommon, e.g. cold Iron, wolf's bane</td><td>-0.25</td><td></td></tr><tr><td>Vulnerability, common, e.g. fire</td><td>-0.50</td><td></td></tr><tr><td>Weapon proficiency in up to four weapons</td><td>+0.50</td><td>Compare to the Weapon Master feat.</td></tr></table><p></p><p>Note: I updated cost for Darkvision 60' from +0.25 to +0.33 and a few other minor corrections.</p></blockquote><p></p>
[QUOTE="Tessarael, post: 8945586, member: 12909"] That wiki that I setup has restricted access, but here is a cut-and-paste the basic pricing table: [TABLE] [TR] [TH]Racial feature[/TH] [TH]Feat Cost[/TH] [TH]Comments[/TH] [/TR] [TR] [TD]Ability +1[/TD] [TD]+0.50[/TD] [TD][/TD] [/TR] [TR] [TD]Ability +2[/TD] [TD]+1.00[/TD] [TD][/TD] [/TR] [TR] [TD]AC 13 + Dexterity[/TD] [TD]+0.50[/TD] [TD]All classes get access to at least light armor AC 12 equivalent.[/TD] [/TR] [TR] [TD]AC 14 + Dexterity with Disadvantage on Stealth checks[/TD] [TD]+0.50[/TD] [TD][/TD] [/TR] [TR] [TD]Armor proficiency, medium + light[/TD] [TD]+0.50[/TD] [TD]Compare to Moderately Armored feat.[/TD] [/TR] [TR] [TD]Armor proficiency, heavy + medium + light[/TD] [TD]+1.00[/TD] [TD]Compare to Heavily Armored feat.[/TD] [/TR] [TR] [TD]Breath Weapon[/TD] [TD]+1.00[/TD] [TD]The Dragonborn racial ability (5e PHB page 34).[/TD] [/TR] [TR] [TD]Burrow, speed 5'[/TD] [TD]+0.25[/TD] [TD][/TD] [/TR] [TR] [TD]Cannot use shields or weapons[/TD] [TD]-0.50[/TD] [TD]This penalty is mitigated by Monk and spellcasting classes.[/TD] [/TR] [TR] [TD]Cantrip[/TD] [TD]+0.25[/TD] [TD]Compare to Magic Initiate feat.[/TD] [/TR] [TR] [TD]Cantrip + 1st level spell at 3rd level + 2nd level spell at 5th level[/TD] [TD]+0.80[/TD] [TD]Compare to Magic Initiate feat.[/TD] [/TR] [TR] [TD]Change shape ala Aranea, Hengeyokai[/TD] [TD]+1.00[/TD] [TD]Not sure on this pricing, offset by suspicious penalty and cold iron susceptibility[/TD] [/TR] [TR] [TD]Climb speed and natural climber[/TD] [TD]+0.25[/TD] [TD][/TD] [/TR] [TR] [TD]Darkvision, 30'[/TD] [TD]+0.20[/TD] [TD][/TD] [/TR] [TR] [TD]Darkvision, 60'[/TD] [TD]+0.33[/TD] [TD]This is a very common racial ability. Poor humans.[/TD] [/TR] [TR] [TD]Darkvision, 90'[/TD] [TD]+0.40[/TD] [TD]Sneaky Shadow Elves![/TD] [/TR] [TR] [TD]Darkvision, 120'[/TD] [TD]+0.45[/TD] [TD]Damn Dark Elves![/TD] [/TR] [TR] [TD]Darkvision, 120'[/TD] [TD]+0.50[/TD] [TD][/TD] [/TR] [TR] [TD]Fey ancestry[/TD] [TD]+0.10[/TD] [TD]Advantage on save vs. charm; immunity to sleep magic[/TD] [/TR] [TR] [TD]Flight with disadvantage on attacks[/TD] [TD]+0.50[/TD] [TD]e.g. Enduk, Pegataur[/TD] [/TR] [TR] [TD]Flight[/TD] [TD]+1.50[/TD] [TD]e.g. Aarakocra[/TD] [/TR] [TR] [TD]Flying dash bonus attack[/TD] [TD]+0.25[/TD] [TD]e.g. Enduk[/TD] [/TR] [TR] [TD]Gills: can survive out of the water for 1 hour per point of Constitution (after that, refer to the suffocation rules).[/TD] [TD]-0.50[/TD] [TD]e.g. Aquatic Elf[/TD] [/TR] [TR] [TD]Gnome cunning: advantage on CHA/INT/WIS saves vs. magic[/TD] [TD]+1.00[/TD] [TD][/TD] [/TR] [TR] [TD]Heightened sense of smell: Advantage on Perception checks using smell, and on Wisdom (Survival) checks to track by scent. When tracking by smell, they may add their proficiency bonus to the survival roll.[/TD] [TD]+0.30[/TD] [TD]e.g. Lupin[/TD] [/TR] [TR] [TD]Hit points +1/level[/TD] [TD]+0.50[/TD] [TD]Compare to the Tough feat.[/TD] [/TR] [TR] [TD]Ignore difficult earth/stone terrain[/TD] [TD]+0.25[/TD] [TD]Earth Genasi ability.[/TD] [/TR] [TR] [TD]Language proficiency[/TD] [TD]+0.10[/TD] [TD]Flavor with very minor benefit.[/TD] [/TR] [TR] [TD]Lucky - reroll 1s[/TD] [TD]+0.50[/TD] [TD]If roll 1 on attack/ability check/save reroll and must use the new roll. Compare to the Lucky feat.[/TD] [/TR] [TR] [TD]Mask of the wild, hide when you (small) only obscured by one size larger[/TD] [TD]+0.10[/TD] [TD]Hide when only lightly obscured by natural phenomena. Compare to Skulker.[/TD] [/TR] [TR] [TD]Mountain born[/TD] [TD]+0.10[/TD] [TD]Acclimated to cold climates and high altitude, including elevations above 20,000 feet[/TD] [/TR] [TR] [TD]Nimbleness - move through square of creature one size larger[/TD] [TD]+0.10[/TD] [TD][/TD] [/TR] [TR] [TD]Pounce - if move at least 20' in a straight line towards target creature and hit it with a claw attack on the same turn, that target must succeed on a Strength save vs. DC 8 + proficiency + Strength bonus or be knocked prone. If the target is prone, can make one bite attack against it as a bonus action.[/TD] [TD]+0.50[/TD] [TD]Should this be treated as shove, so opposed strength athletics / dex acrobatics check, or strength saving throw?[/TD] [/TR] [TR] [TD]Improved pounce, as pounce but get two bite attacks as a bonus action.[/TD] [TD]+0.30[/TD] [TD][/TD] [/TR] [TR] [TD]Powerful build[/TD] [TD]+0.10[/TD] [TD]Rarely of significant benefit[/TD] [/TR] [TR] [TD]Relentless Endurance - when reduced to 0HP, if not killed, it is 1HP[/TD] [TD]+0.50[/TD] [TD]Compare to +1 HP/level[/TD] [/TR] [TR] [TD]Resist acid, disease immunity, breathe water[/TD] [TD]+0.10[/TD] [TD]Resistance to something uncommon[/TD] [/TR] [TR] [TD]Resist fire, resist poison + advantage on poison saves, advantage vs. fear, etc.[/TD] [TD]+0.25[/TD] [TD]Resistance to something that occurs moderately often[/TD] [/TR] [TR] [TD]Savage attacks - roll extra critical die[/TD] [TD]+0.25[/TD] [TD][/TD] [/TR] [TR] [TD]Sense the unseen[/TD] [TD]+0.15[/TD] [TD]Know which square an invisible creature is in if it is within 5 feet, but still have disadvantage. Relevant thread: [URL='http://www.giantitp.com/forums/showthread.php?150077-Scent-vs-Invisible-creature']Scent vs Invisible creature.[/URL][/TD] [/TR] [TR] [TD]Size small[/TD] [TD]-0.10[/TD] [TD]Disadvantage on attack with heavy weapon, cannot grapple size large creatures[/TD] [/TR] [TR] [TD]Size tiny[/TD] [TD]-0.25[/TD] [TD]Unable to wield heavy weapons. Disadvantage with weapons that are not light. Cannot grapple size large or medium creatures. Halve carrying capacity.[/TD] [/TR] [TR] [TD]Skill check advantage[/TD] [TD]+0.33[/TD] [TD]Average benefit of +3.325 on the skill roll. Similar benefit to a proficiency.[/TD] [/TR] [TR] [TD]Skill check expertise[/TD] [TD]+0.25[/TD] [TD]+d4 to a skill roll[/TD] [/TR] [TR] [TD]Skill proficiency[/TD] [TD]+0.33[/TD] [TD]Compare to the Skilled feat.[/TD] [/TR] [TR] [TD]Skill specialty[/TD] [TD]+0.10[/TD] [TD]+d4 per skill specialty[/TD] [/TR] [TR] [TD]Speed -10'[/TD] [TD]-0.50[/TD] [TD][/TD] [/TR] [TR] [TD]Speed -5'[/TD] [TD]-0.25[/TD] [TD][/TD] [/TR] [TR] [TD]Speed +10'[/TD] [TD]+0.50[/TD] [TD]Compare to the Mobile feat.[/TD] [/TR] [TR] [TD]Speed + 20'[/TD] [TD]+1.00[/TD] [TD][/TD] [/TR] [TR] [TD]Stonecunning, artificer's lore[/TD] [TD]+0.05[/TD] [TD]Double proficiency bonus on Intelligence (History) related to something, e.g. stonework, magic items, etc.[/TD] [/TR] [TR] [TD]Stone's endurance[/TD] [TD]+0.25[/TD] [TD]Goliath ability to use reaction to roll d12+CON modifier to reduce damage. Compare to +1HP/level.[/TD] [/TR] [TR] [TD]Sunlight sensitivity[/TD] [TD]-0.50[/TD] [TD][/TD] [/TR] [TR] [TD]Swim speed and natural swimmer[/TD] [TD]+0.25[/TD] [TD][/TD] [/TR] [TR] [TD]Tinker[/TD] [TD]+0.10[/TD] [TD]Rock Gnome racial ability (see 5e PHB page 37)[/TD] [/TR] [TR] [TD]Tool check advantage[/TD] [TD]+0.10[/TD] [TD][/TD] [/TR] [TR] [TD]Tool proficiency, artisan/gaming/musical[/TD] [TD]+0.10[/TD] [TD][/TD] [/TR] [TR] [TD]Unarmed attack doing d3 damage or less, light and finesse[/TD] [TD]+0.00[/TD] [TD]Flavor with very minor benefit. All classes get access to simple weapons doing at least this much damage.[/TD] [/TR] [TR] [TD]Unarmed attack doing d6 damage with light, or d4 damage with finesse/light[/TD] [TD]+0.05[/TD] [TD]Compare to the Weapon Master and Dual Wielder feats. At lower damage, the only significant benefits are always being armed and not needing to draw second weapon to make off-hand attack.[/TD] [/TR] [TR] [TD]Unarmed attack doing d8 damage with finesse, or d8 damage with light, or d6 damage with finesse/light[/TD] [TD]+0.12[/TD] [TD][/TD] [/TR] [TR] [TD]Unarmed two-handed attack doing d10 damage with heavy[/TD] [TD]+0.08[/TD] [TD][/TD] [/TR] [TR] [TD]Unarmed two-handed attack doing d12 damage with heavy, or d10 damage with heavy/reach[/TD] [TD]+0.12[/TD] [TD]Compare to the Weapon Master feat.[/TD] [/TR] [TR] [TD]Underwater vision, superior[/TD] [TD]+0.25[/TD] [TD][LIST] [*]Can see in [B]clear water with bright light[/B] to a distance of 120'. [*]Can see in [B]clear water with dim light[/B] to a distance of 60' as if it were bright light. [*]Can see in [B]murky water or darkness[/B] as if it were dim light to a range of 30'. Cannot discern color in darkness, only shades of gray. [/LIST][/TD] [/TR] [TR] [TD]Vulnerability, uncommon, e.g. cold Iron, wolf's bane[/TD] [TD]-0.25[/TD] [TD][/TD] [/TR] [TR] [TD]Vulnerability, common, e.g. fire[/TD] [TD]-0.50[/TD] [TD][/TD] [/TR] [TR] [TD]Weapon proficiency in up to four weapons[/TD] [TD]+0.50[/TD] [TD]Compare to the Weapon Master feat.[/TD] [/TR] [/TABLE] Note: I updated cost for Darkvision 60' from +0.25 to +0.33 and a few other minor corrections. [/QUOTE]
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