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High Fantastic Races. What are the appropriate weaknesses?
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<blockquote data-quote="EzekielRaiden" data-source="post: 8337569" data-attributes="member: 6790260"><p>Based on the above examples, if you really want to add weaknesses (I don't personally like them, but you asked nicely...)</p><p></p><p>Dragonborn have a raging torrent of elemental energy inside. When they fail a saving throw against a spell or effect that deals the opposite type of energy as their breath weapon (lightning vs acid/poison, fire vs cold), they must roll a second saving throw at the same DC. If that also fails, they take 1d6 force damage for each point of proficiency bonus they possess.</p><p></p><p>Dwarven physiology is not merely inured to poison: it is <em>dependent</em> on having at least a small amount of poison in the body to process. A dwarf that has not been exposed to alcohol or some other form of poison within the past 24 hours heals more slowly--they only regain one-third of their Hit Dice after a long rest, rather than one-half.</p><p></p><p>Elves have the sharpest eyes, but risk sensory overload. Whenever an elf benefits from Elven Accuracy but the reroll is worse than the original die, their attack resolves as normal, but they gain one level of exhaustion from having to mentally process so much information. If this is the elf's only level of exhaustion, it can be removed by taking a short rest. All levels of exhaustion applied by this feature are removed after taking a long rest. (Also applies to half-elves.)</p><p></p><p>I think you missed something with Gnomes. Assuming you meant the Gnome racial feats:</p><p>Gnomes fade from sight...and sometimes from physicality as well. Whenever a gnome rolls a natural 1 on a saving throw, they become phased out of physical reality for one round immediately after the saving throw's effects are resolved. During this round, the gnome cannot move, nor take any actions that affect the physical world, and cannot concentrate on any effect.</p><p></p><p>Half-orcs are full of berserker fury...for good and for ill. When a half-orc is subject to a critical hit, the bloodlust takes over. For one full round after the critical hit is resolved, the half-orc is unable to take any action that does not either bring them physically closer to the origin of the critical hit, or make a melee attack against it. If for any reason the half-orc cannot do so (such as the target being invisible or having teleported away), her turn during that round is wasted.</p><p></p><p>Halflings have a bountiful store of good luck, but luck unfortunately swings the other way as well. After benefitting from Second Chance or Lucky, the next d20 roll you make after your turn resolves has disadvantage, as the scales of luck rebalance themselves. If you benefit from both effects in the same turn, then you have disadvantage on the next two d20 rolls you make. Should you complete a long rest before making enough d20 rolls, this effect is removed.</p><p></p><p>Humans are well-known for their high highs...and their low lows. After completing a short or long rest, you have disadvantage on the first skill or ability check you make with which you do not have Expertis (or otherwise apply double your proficiency bonus).</p><p></p><p>Tieflings inherit the excesses of their fiendish ancestry. Choose whether your ancestor was devilish or demonic.</p><p>Demonic: You feel the burning blood of your ancestor strongly, and revel in strong emotions. You have disadvantage on saves against illusions and other spells or effects that primarily affect your senses or perceptions (but not against effects that would control your thoughts.)</p><p>Devilish: The rule of law is written in your blood, and you can't escape it. You have disadvantage on any spell or effect that causes paralysis or reduces your movement.</p><p></p><p>Super duper ultra fast mock-ups here, so it's likely that all of them are dumb or weird in some way. But hopefully they provide a starting point for your own work, or at least a bad example for you to push off against.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8337569, member: 6790260"] Based on the above examples, if you really want to add weaknesses (I don't personally like them, but you asked nicely...) Dragonborn have a raging torrent of elemental energy inside. When they fail a saving throw against a spell or effect that deals the opposite type of energy as their breath weapon (lightning vs acid/poison, fire vs cold), they must roll a second saving throw at the same DC. If that also fails, they take 1d6 force damage for each point of proficiency bonus they possess. Dwarven physiology is not merely inured to poison: it is [I]dependent[/I] on having at least a small amount of poison in the body to process. A dwarf that has not been exposed to alcohol or some other form of poison within the past 24 hours heals more slowly--they only regain one-third of their Hit Dice after a long rest, rather than one-half. Elves have the sharpest eyes, but risk sensory overload. Whenever an elf benefits from Elven Accuracy but the reroll is worse than the original die, their attack resolves as normal, but they gain one level of exhaustion from having to mentally process so much information. If this is the elf's only level of exhaustion, it can be removed by taking a short rest. All levels of exhaustion applied by this feature are removed after taking a long rest. (Also applies to half-elves.) I think you missed something with Gnomes. Assuming you meant the Gnome racial feats: Gnomes fade from sight...and sometimes from physicality as well. Whenever a gnome rolls a natural 1 on a saving throw, they become phased out of physical reality for one round immediately after the saving throw's effects are resolved. During this round, the gnome cannot move, nor take any actions that affect the physical world, and cannot concentrate on any effect. Half-orcs are full of berserker fury...for good and for ill. When a half-orc is subject to a critical hit, the bloodlust takes over. For one full round after the critical hit is resolved, the half-orc is unable to take any action that does not either bring them physically closer to the origin of the critical hit, or make a melee attack against it. If for any reason the half-orc cannot do so (such as the target being invisible or having teleported away), her turn during that round is wasted. Halflings have a bountiful store of good luck, but luck unfortunately swings the other way as well. After benefitting from Second Chance or Lucky, the next d20 roll you make after your turn resolves has disadvantage, as the scales of luck rebalance themselves. If you benefit from both effects in the same turn, then you have disadvantage on the next two d20 rolls you make. Should you complete a long rest before making enough d20 rolls, this effect is removed. Humans are well-known for their high highs...and their low lows. After completing a short or long rest, you have disadvantage on the first skill or ability check you make with which you do not have Expertis (or otherwise apply double your proficiency bonus). Tieflings inherit the excesses of their fiendish ancestry. Choose whether your ancestor was devilish or demonic. Demonic: You feel the burning blood of your ancestor strongly, and revel in strong emotions. You have disadvantage on saves against illusions and other spells or effects that primarily affect your senses or perceptions (but not against effects that would control your thoughts.) Devilish: The rule of law is written in your blood, and you can't escape it. You have disadvantage on any spell or effect that causes paralysis or reduces your movement. Super duper ultra fast mock-ups here, so it's likely that all of them are dumb or weird in some way. But hopefully they provide a starting point for your own work, or at least a bad example for you to push off against. [/QUOTE]
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High Fantastic Races. What are the appropriate weaknesses?
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