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General Tabletop Discussion
*Dungeons & Dragons
Homebrewing a PC race: Gorgons
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<blockquote data-quote="Dausuul" data-source="post: 7337415" data-attributes="member: 58197"><p>On the tendrils: I'd just say that they're X feet long, can lift Y pounds, and cannot wield weapons. There's no reason to link them to a spell. (Do they vanish if the gorgon steps into an <em>anti-magic field</em>?)</p><p></p><p>Gaze attack: This is wildly overpowered. A 2d6 damage blast, as an at-will bonus action? Way, way too good. And that's <em>before</em> you add the debuffs; paralysis, usable at will from level 1, is beyond balancing. </p><p></p><p>An at-will racial combat ability should not be better than a cantrip. So: Regular action to use it, and 1d8 damage, scaling to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. No secondary effect; just have the creature suffer some cosmetic death effect on being reduced to 0 hp (turned to stone, disintegrated, frozen solid, burned to ash).</p><p></p><p>Feats:</p><p></p><ul> <li data-xf-list-type="ul">Withering Gaze no longer applies if you get rid of the secondary effects. And you need to get rid of the secondary effects. There ain't no way to balance those, unless you bring back 3E-style level adjustments.</li> <li data-xf-list-type="ul">Sweeping Gaze... I'd watch this one, it's definitely at the high end of the power scale, but might be okay.</li> <li data-xf-list-type="ul">Multiple Arms is weak; cool visual, but it doesn't <em>do</em> anything for you except reduce the amount of bookkeeping involved in juggling weapons and spell components. On the other hand, "three-weapon fighting" is not an area I'd want to get into. This would take some thought to balance.</li> <li data-xf-list-type="ul">Serpent's Coils imposes restrained, which is a pretty powerful debuff. This is another one to keep an eye on.</li> <li data-xf-list-type="ul">Mane of Serpents is decent. A bonus action attack for 1d3 + 1d6 is comparable to Polearm Master's bonus action attack for 1d4 + ability mod. You don't get any of Polearm Master's other features, but you're also not locked into using a polearm. You might add a "ribbon" of some kind, like free proficiency in Intimidate, and the damage could be upped to 1d4 and 1d8.</li> <li data-xf-list-type="ul">Gorgon's Wings is fine except 15 feet is way too slow. It isn't <em>that</em> hard to fly in D&D if you really want to, and the PC is giving up an ASI for this. I'd make it 30.</li> </ul></blockquote><p></p>
[QUOTE="Dausuul, post: 7337415, member: 58197"] On the tendrils: I'd just say that they're X feet long, can lift Y pounds, and cannot wield weapons. There's no reason to link them to a spell. (Do they vanish if the gorgon steps into an [I]anti-magic field[/I]?) Gaze attack: This is wildly overpowered. A 2d6 damage blast, as an at-will bonus action? Way, way too good. And that's [I]before[/I] you add the debuffs; paralysis, usable at will from level 1, is beyond balancing. An at-will racial combat ability should not be better than a cantrip. So: Regular action to use it, and 1d8 damage, scaling to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. No secondary effect; just have the creature suffer some cosmetic death effect on being reduced to 0 hp (turned to stone, disintegrated, frozen solid, burned to ash). Feats: [LIST] [*]Withering Gaze no longer applies if you get rid of the secondary effects. And you need to get rid of the secondary effects. There ain't no way to balance those, unless you bring back 3E-style level adjustments. [*]Sweeping Gaze... I'd watch this one, it's definitely at the high end of the power scale, but might be okay. [*]Multiple Arms is weak; cool visual, but it doesn't [I]do[/I] anything for you except reduce the amount of bookkeeping involved in juggling weapons and spell components. On the other hand, "three-weapon fighting" is not an area I'd want to get into. This would take some thought to balance. [*]Serpent's Coils imposes restrained, which is a pretty powerful debuff. This is another one to keep an eye on. [*]Mane of Serpents is decent. A bonus action attack for 1d3 + 1d6 is comparable to Polearm Master's bonus action attack for 1d4 + ability mod. You don't get any of Polearm Master's other features, but you're also not locked into using a polearm. You might add a "ribbon" of some kind, like free proficiency in Intimidate, and the damage could be upped to 1d4 and 1d8. [*]Gorgon's Wings is fine except 15 feet is way too slow. It isn't [I]that[/I] hard to fly in D&D if you really want to, and the PC is giving up an ASI for this. I'd make it 30. [/LIST] [/QUOTE]
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