Homebrew Race Changes/Rebalancing

Hawk Diesel

Adventurer
So I've been looking over the 5e races, well more like studying them in order to better create my own balanced race. In doing so, I've considered making some changes to the existing races that seem to make sense to me. I'd really love to know what people think about these changes. I'm also going to include my reasoning for the changes as well.

So as I get to studying up on the D&D races in order to better balance and create my own homebrew, I’ve thought about ways to rebalance and improve on some of the races presented in the official WOTC material. Here’s what I’ve come up with:

[sblock=Human]Added Training: You gain proficiency with one weapon or tool set.

Reason: It just felt right.[/sblock]

[sblock=Aarokoa]Changed their Fly ability so you can wear medium armor when flying, upgraded talon attack to 1d6, and added the following ability.

Farsight: You have advantage on Wisdom (Perception) checks that involve sight.

Reason: Seemed like the whole race was just about getting flight. While a cool ability, I don't think such a powerful make or break issue as it’s being treated.[/sblock]

[sblock=Half-Orc]Changed Savage Attacks to include the following: You deal an additional +1 damage when attacking with a melee weapon.

Reason: The Half-Orc, while cool, seemed to have his abilities be extremely situational. Criticals don’t happen very often and while I love Relentless Endurance, you aren’t likely to make or break a fight with 1 HP.[/sblock]

[sblock=Changeling]Changed Shapechanger to a bonus action. Also added the following ability.

Slippery Mind: You gain advantage on saving throws against being charmed, as well as any magical effects that attempts to read your thoughts.

Reason: I thought it would be cool for a changeling to be using his/her ability in combat as flavor to taunt, distract, and make fun of opponents. Also, as changleings are based off of doppelgangers, it just seems right that Changelings should have resistant minds.[/sblock]

[sblock=Genasi][sblock=Air Genasi]Changed Mingle with Wind to...

Air Bender: You know the Mage Hand and Gust cantrips. Once you reach 3rd level, you can cast the catapult spell once with this trait. Once you reach 5th level, you can also cast the gust of wind spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Constitution is your spellcasting ability for these spells.

Also added...
Ride the Wind: You gain a fly speed of 10 feet as long as you are not wearing heavy armor.[/sblock]

[sblock=Earth Genasi]: Added...

Stony Defense: You have resistance to bludgeoning damage.

Changed Merge with Stone to

Earth Bender: You know the Mold Earth and Magic Stone cantrips. Once you reach 3rd level, you can cast the earth tremor spell once with this trait. Once you reach 5th level, you can also cast the Maximilian’s earthen grasp spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Constitution is your spellcasting ability for these spells.[/sblock]

[sblock=Fire Genasi]Added...

Living Furnace: Those within 10 feet of you are warmed as if by a campfire, easing conditions related to cold exposure.

Changed Reach to the Blaze to

Fire Bender: You know the produce flame and control flames cantrips. Once you reach 3rd level, you can cast the burning hands spell once with this trait. Once you reach 5th level, you can also cast the Aganazzar’s scorcher spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Constitution is your spellcasting ability for these spells.[/sblock]

[sblock=Water Genasi]Changed Acid Resistance to Cold Resistance.

Changed Call the Wave to...

Water Bender: You know the ray of frost and shape water cantrips. Once you reach 3rd level, you can cast the cure wounds spell once with this trait. Once you reach 5th level, you can also cast the Snilloc’s snowball swarm spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Constitution is your spellcasting ability for these spells.[/sblock]

Reason: These races seemed relatively underpowered to begin with, and this way they can now serve as benders like from Avatar.[/sblock]

[sblock=Goliath]Added...

Strong Arm: You can use two-handed melee weapons in one or two-hands as long as they do not have the reach property. When using such weapons with one hand, the damage is reduced to 1d10.

Reason: Goliaths seemed a bit weak compared to other races. Also, it seemed to fit thematically with their strength.[/sblock]

And I totally revamped the Warforged as shown below. This was inspired by the Warforged presented in Unearthed Arcana and an article on the Nerdarchy.com website.

[sblock=Warforged]This race now has a base race and three subraces. Mithril Forged, Adamantine Forged, and Scout.

The base race receives +2 to constitution. The base wargorged all receive their normal living construct and language features.

I added the self-stabilizing ability.

Self-Stabilizing: A Warforged that is reduced to 0 or fewer HP has advantage on death saving throws.

Subraces

[sblock=Mithril Forged]Mithril Forged gain +1 to Dexterity.

Mithril Forged are medium, with 30 foot walking speed, and gain the Composite Plating feature in the original presentation. They also gain the following.

Weapons Training: You gain proficiency in the longsword, shordsword, shortbow, and longbow.

Nimble: You gain proficiency in the Acrobatics skill.[/sblock]

[sblock=Adamantine Forged]Adamantine Forged receive a +1 to Strength

Adamantine Forged are medium, with 30 foot walking speed, and gain the Composite Plating feature in the original presentation. They also gain the following.

Heavy Weapons Training: You gain proficiency in the greatsword, greataxe, halberd, and maul.

Adamantine Body: You have immunity to Critical Hits.

Clunky: You have disadvantage on Dexterity (Stealth) checks.[/sblock]

[sblock=Scout] Scouts receive a +1 to Wisdom.

Scouts are small and have a 40 foot walking speed. They don't gain composite plating. But they gain the following abilities.

Stealthy Tracker: You gain proficiency in the stealth and survival skills.

Final Messenger: You can cast the animal messenger spell once using this trait without requiring the components or animals present. Instead, the messenger appears as a tiny flying construct produced by your body. You cannot use this ability again until you finish a long rest.

If you are reduced to 0 or fewer HP, you automatically use this ability, even if you have already used it today.[/sblock][/sblock]

With Shifters, thematically I think these guys are awesome, but mechanically the execution leaves something to be desired. The weird stat bumps are… weird. Also, the subraces don’t really compare well to one another. Longstrider, Cliffwalker, and Wildhunt are way weaker compared to the more useful Beasthide, Razorclaw, and Longtooth. This section is a bit more complicated, since the fixes to the race seems a bit more complex as well. So, here are some changes I’m considering for the race.

[sblock=Shifters]1) Base shifters get a +2 to Wisdom. I reason this as Shifters should primarily be hunters in the wild, and therefore their ability to be attuned to their surroundings is important (ie Perception and Survival checks).

2) I gave the Base Shifters proficiency in Survival and advantage on Perception checks involving smell. Once again, feeding into the idea that shifters are wild predatory creatures due to their were-animal roots.

3) I like the Temp HP from shifting. I kept that. I also kept each subtype stat the same.

4) The beasthide shifter seemed almost spot on, but seemed like it was missing something thematic. I was looking for something that would make them appear tough without conveying too much mechanical advantage. I decided on giving them advantage against being pushed, pulled, or knocked prone. I don’t think it quite fits, but I like the ability.

4) Cliffwalk was a freaking mess. Giving a climb speed alone is a garbage ability, especially considering most shifts are going to be in response to a combat situation. I changed the climb speed to match their walking speed (monk cliffwalkers will climb real fast). I also included that while shifting they have resistance to damage resulting from falls, and their jump distance is tripled. Finally, unlike most shifters, these guys can shift with a reaction (allowing them to take advantage of the fall resistance when not shifted).

5) I added that Longstriders gain advantage on Acrobatics checks while shifting and ignore difficult terrain while shifting.

6) I didn’t change anything about longtooth or razorclaw shifters. Their power level seems close to the others now. But still I wonder if there is something that could be a minor ribbon type ability that could be added?

7) I got rid of the Wildhunt shifter, having incorporated it more into the base shifter abilities.[/sblock]
 

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I hate to be dour, really, but most of these changes are unnecessary, and many are on the verge of being overpowered (Earth genasi resistance, adamantine warforged, goliath, aarokoa). You've buffed some classes that are doing just fine as they are, or made them unnecessarily complicated. I think a rebalance of the races is better achieved by nerfing the variant human, buffing the regular human slightly, and then working outwards from there.
 

JV, while I appreciate your opinion, I disagree. My thinking regarding races is that if you broke down each race by their component abilities and assigned each ability a point value, you could then recreate something close to that particular race given a particular budget. My goal is to determine the best budget value so that each race has about the same power in terms of abilities. I tried doing that exactly, but the task seemed too tedious for me, so I'm more eyeballing it.

I also disagree that the variant human is overpowered. I think it is pretty close to the ideal/standard power level of many of the races. This is also because I disagree that player choice/customization should be rated so highly over the given choices presented by the other races.

Here's an example. A human (non-variant) only gets a +1 boost to each stat. Using standard array, that means that you will only get a +1 bump to two modifiers. That's it.

However, a High Elf gets a +2 to Dex (using standard array, you are definitely getting a +1 bump to your modifier) and +1 Intelligence (using standard array, you are more likely than not to place a value in Intelligence to give you the +1 modifier bump). Already, without accounting for any other factors, a High Elf and non-variant human are relatively on par in terms of power level. But the high elf also gets the martial weapon proficiencies (most of a feat right there), proficiency in perception (one of the most useful skills), a free cantrip (half of a feat right there), immunity to sleep, advantage against charm effects, and the trance (mostly a ribbon ability).

So my philosophy is that it's easier/cooler for the players to increase power rather than nerfing, that player choice is not as significantly more powerful than constraining choices, and trying to give races a mix of abilities that have general utility, specific utility, and ribbon/flavor abilities.

EDIT:

Also, for me personally, I understand that people may have a gut reaction to say "Oh that's cool!" or "Sorry, but that's OP." It does have value in terms of seeing what people's first impressions are. However, I would appreciate more direct thoughts regarding how an ability might be overpowered, complicated, or inappropriate. Clearly I don't see these changes as such because I made them, so to just tell me this doesn't help me see how you are seeing what I've written.
 
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So I've been looking over the 5e races, well more like studying them in order to better create my own balanced race. In doing so, I've considered making some changes to the existing races that seem to make sense to me. I'd really love to know what people think about these changes. I'm also going to include my reasoning for the changes as well.

So as I get to studying up on the D&D races in order to better balance and create my own homebrew, I’ve thought about ways to rebalance and improve on some of the races presented in the official WOTC material. Here’s what I’ve come up with:

[sblock=Human]Added Training: You gain proficiency with one weapon or tool set.

Reason: It just felt right.[/sblock]

I'll read the rest in a bit; I just wanted to comment on this. First of all, I hate the standard human. I'm not really fond of the variant human, but it's okay. I do think it needs a little more. They get a feat, which is worth +1/+1. They get +1/+1. And then they get a skill; the feat for skills is 3 skills or tool proficiencies. So giving humans an extra tool or weapon proficiency sounds right to me. I've been giving them, instead of the extra skill, a second background; 2 skills and a feature and maybe a language or something. I only saw 1 human in my first campaign, and 1 in my second.
 

I'll read the rest in a bit; I just wanted to comment on this. First of all, I hate the standard human. I'm not really fond of the variant human, but it's okay. I do think it needs a little more. They get a feat, which is worth +1/+1. They get +1/+1. And then they get a skill; the feat for skills is 3 skills or tool proficiencies. So giving humans an extra tool or weapon proficiency sounds right to me. I've been giving them, instead of the extra skill, a second background; 2 skills and a feature and maybe a language or something. I only saw 1 human in my first campaign, and 1 in my second.

Yes, my thoughts exactly. The main strength of the human is in the ability to customize. However, in comparison to what the other races get, even taking that extra freedom of choice into account, the other races seem a bit more powerful. Not to mention that a human's racial abilities become less valuable in higher levels when other races have an opportunity to get their own feats. Meanwhile, that Gnome Cunning, halfling's Lucky, and so on maintain utility and uniqueness well into the higher levels of play.
 

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