My attempt at race and subrace

So, I am planning to run a steampunk like game, and wanted a city dwarf variant to go with the gnome. I have not homebrewed in this edition yet, so some idea's and opinions would be nice. After I did it, I felt so confadent I also went and made a Hobgoblin PC stats... please take a look.

The City Dwarf:

Ability Score Increase. Your Intelligence score increases by 1.

Artificer’s Lore. Whenever you make an Intelligence (History) check related to alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Tinker. You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:

Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.

Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.

Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.



Hobgoblin:
Ability Score Increase. Your Strength score increases by 2, and your Dexterity and Constitution increase by 1.

Size. Hobgoblins are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Senses darkvision 60ft.

Martial Advantage. Once per turn, a hobgoblin can deal an extra 1d6 damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated. At level 6 this increases to 2d6, and at level 13 it increase to 3d6.
 

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Martial Advantage from the MM is a flat 2d6 for a basic hobgoblin. So it is too weak. Maybe 1d6 + 1d6 at 4th, 8th, 12th, 16th, 19th level (ability increase levels) ?
 

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