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Racial Feats

plisnithus8

Adventurer
My group has been discussing the falling vulnerability of a couple of PC aarakocra; being knocked prone, restrained, or unconscious at only 20-40' in the air killed 1 character and almost another. Afterwards, the players brought up what I thought was good point: How could a race whose thing is flying ever have warriors who can be killed so easily by falling damage?

I know some of you don't like aarakocra or ban them. That's fine but not the point of this thread so please use one of the other threads to speak to that.

One aarakocra player asked if he could make a feat that could refuce falling damage based on the fact that it would seem logical that aarakocra would spend time on learning this tactic, at least moreso than feats such as Heavy Armor Master.
I figured Deep Gnomes already get their own feat Svirfneblin Magic so let's give it a try.

So of course he gave me 3 feats:

Aarakocra
- Dive Attack. If the aarakocra is flying and dives at least 30 feet straight toward a target and then hits it with a melee attack, the attack deals an extra 3 (1d6) damage to the target.
- Flyby. The aarakocradoesn't provoke opportunity attacks when it flies out of an enemy's reach.
- Flyer's Defense. An aarakocra gains resistence to falling damage and takes no additional damage from falls over 30'.

1. What do you think of these aarakocra feats?
2. What feats might work well for other races?
 
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Are you sure that those were intended as three separate feats, rather than a single feat granting three different capabilities?

I might allow resistance to falling damage representing the Aarakocra's light frame and large surface area, but I wouldn't give both that and the no damage for falling more than 30ft. Remember a falling Aarakocra is likely to be unconscious or otherwise unable to actually take actions to soften the fall.
I would probably allow an Aarakocra to negate falling damage rather than just reducing it with a Dex(acrobatics) check, but it would have to be in a position to make such a check.
 

I'm of the opinion that "you pays your money, you takes your chances." Meaning, if you choose a flying race for your character, you have to deal with the drawbacks of possibly falling out of the air, so I'm not a big fan of your Flyer's Defense feat. I could probably live with something similar to the Monk's Slow Fall, but if and only if the character's wings were unrestrained and uninjured.

However, I do like your Dive Attack, but I would make it a racial feature rather than a feat and give it double the damage dice rather than 1d6 - look at the Charge of the Giant Boar or other creatures as an example.

I also don't see how a flying creature would be immune to opportunity attacks. With the right choice of reach weapons, the Aarakocra should be able to do what you are trying to do without a feat. Of course they might unexpectedly come across an opponent who also has a long reach too...

How about, Dodge as a Reaction while airborne? That way the Aarakocra could Dive Attack an opponent and fly away and possible miss the attack of opportunity, but if more than one opponent were there, they would still be vulnerable.
 

I'm of the opinion that "you pays your money, you takes your chances." Meaning, if you choose a flying race for your character, you have to deal with the drawbacks of possibly falling out of the air, so I'm not a big fan of your Flyer's Defense feat. I could probably live with something similar to the Monk's Slow Fall, but if and only if the character's wings were unrestrained and uninjured.

However, I do like your Dive Attack, but I would make it a racial feature rather than a feat and give it double the damage dice rather than 1d6 - look at the Charge of the Giant Boar or other creatures as an example.

I also don't see how a flying creature would be immune to opportunity attacks. With the right choice of reach weapons, the Aarakocra should be able to do what you are trying to do without a feat. Of course they might unexpectedly come across an opponent who also has a long reach too...

How about, Dodge as a Reaction while airborne? That way the Aarakocra could Dive Attack an opponent and fly away and possible miss the attack of opportunity, but if more than one opponent were there, they would still be vulnerable.

As for, the "you get what you pay for" comment, like I mentioned before, the whole reason for this thread, was because it was argued that a race of flyers would inevitably look for a way to shore up their biggest weakness. Instead of training their warriors with less-than useful to aarakocra feats such as Dungeon Delver, Heavily Armored, Heavy Armor Master, Mounted Combatant, they would find find a way to help their warriors survive the inevitable fall.

The Dive Attack was something directly taken from the aarakocra entry in the Monster Manual, damage dice and all.
The Flyby feat was an idea taken from Monster Manual owls.
In our group, I think the decision was made to make these changes:

- Dive Attack. If you are flying and dive at least 30 feet straight toward a target and then hit it with a melee attack, the attack deals an extra 3 (1d6) damage to the target, and, as a bonus action, you don't provoke opportunity attacks until the beginning of your next turn when you do this.

- High-flying Defense. You can make a DC 12 Dexterity (acrobatics) save to avoid falling damage if you are not restrained and conscious. You have charms on your body so that you are resistant to falling damage.
 
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Well, then the Dive Attack sounds fine if it is taken right from the creature description. ;)

I would add that I think that falling damage does not scale enough as it is - a 5th level character easily walks away from a 50' drop. I would rather a save for half damage from the fall and if the character has runes and charms they can be resistant to falling damage meaning they would likely take one quarter damage. That's just my opinion - you do what you'd like...

As for, the "you get what you pay for" comment, like I mentioned before, the whole reason for this thread, was because it was argued that a race of flyers would inevitably look for a way to shore up their biggest weakness. Instead of training their warriors with less-than useful to aarakocra feats such as Dungeon Delver, Heavily Armored, Heavy Armor Master, Mounted Combatant, they would find find a way to help their warriors survive the inevitable fall.

I get where you're going, but then why not just put a big floppy hat and long robe on a drow and say sunlight sensitivity doesn't affect them? Flying already bestows a powerful advantage, there has to be a drawback. If the character can successfully avoid that drawback by 4th level, then its not much of one in my opinion.
 

Yeah, I don't see how they would be able to negate this. Birds can't. If a bird gets knocked out of the sky, it falls. The end. Other than magic, I don't see anything the Aarakocra could do to help negate falling damage. There's no armor, rig or equipment that could do it, and no amount of training could help a person falling from fifty feet. Not intrinsically, at least. Monks can do it, but they have to be conscious.

The only thing I can think of is giving them a Ring of Feather Falling, which fixes the entire problem. It's a rare item, though. Perhaps warriors from their tribe are required to go on some quest in order to earn one, and that's why the warriors are able to fight and not die every time they get knocked out.

In this case, I wouldn't just give it to the PC's, I'd make them earn it. Have them go on a quest to obtain their Ring of Feather Falling.
 

Here is our rough draft of other racial feats:

Aarakocra
- Dive Attack. If you are flying and dive at least 30 feet straight toward a target and then hit it with a melee attack, the attack deals an extra 3 (1d6) damage to the target, and, as a bonus action, you don't provoke opportunity attacks until the beginning of your next turn when you do this.
- High-flying Defense. You can make a DC 12 Dexterity (acrobatics) save to avoid falling damage if you are not restrained and conscious. You have charms on your body so that you are resistant to falling damage.

Aasimar
- Glowing Divination. As an action, you can cast a spell similar to Locate Object which causes the described object to glow brightly if it is within 50 feet of you. You regain the use of this feature after a short or long rest.
- Holy Glare. As a reaction to being hit by an attack, you can discharge a wave of pure light that causes anyone within 15 feet of you to be blinded until your next turn if they fail a DC 12 Charisma save.

Deep Gnome
- Svirfneblin Magic. You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetection on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest. 

Dragonborn
- Draconic Features. By tapping into your magical draconic heritage you gain one of the following benefits of your choice:
  • Dragon Teeth. Your mouth and teeth grow do that your teeth deal 1d6 plus your Strength modifier damage. You are proficient with them.
  • Dragon Tail. You grow a dragon-like tail that you are proficient with. On a hit, it can trip a creature, knocking them prone if they fail a DC 10 Dexterity save.
  • Dragon Hide. Your scales grow and harden. When not wearing armor, your Armor Class equals 13 plus your Dexterity modifier.
You can select this feat multiple times, but each time you must select a different benefit.

Drow
- Shadowed. You gain a +1 to your Dexterity (max 20) and, when you are in an area of dim light or darkness, you have advantage making Dexterity (stealth) checks.

Dwarf
- Standing Tall. Your connection to the earth is strong. While standing on stone, you cannot be pushed, dragged, knocked prone, or moved against your will magically or otherwise.
- Dwarven Song. You can spend 10 minutes singing to your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can hear you and who can understand you. Each creature can gain a bonus to initiative equal to your level + your Charisma modifier. A creature can't gain inspiration bonus from this feat again until it has finished a short or long rest.

Elf
- Timeless Knowledge. Your long life affords you access to information from years past. You gain a +1 to Knowledge (max 20) and bonuses of +2 to all of the following skills: arcana, history, and religion.
- Survivalist Archer. As a bonus action, you can use your bow as a melee weapon doing 1d4 + your Strength or Dexterity modifier bludgeoning damage. During a long rest, you can treat your arrows so that they are not damaged and are more easily found – you can recover all shot arrows.

Firbolg
- Tree Dodge. You have practiced weaving within the forest, using it to defend yourself. When you are within 5 feet of a tree (no matter where the attacker is), you can treat it as 3/4 cover and ½ cover if you are within 10 feet.
- Vegetation Step. Your Hidden Step feature improves so that when you are touching living rooted vegetation you can use this ability at will.

Genasi
- Elemental Defense. You gain resistance to heat, cold, acid, or force damage (based on your sub-race). If you already have resistance, you, you gain immunity.

Gnome
- Nimble Mind. As a bonus action, you can do one of the following: make an Intelligence (inspection) or Wisdom (perception) or interact with an object.

Goliath
- Competitive Boost. If you deal more damage than your last attack since your last initiative roll, you gain temporary hit points equal to your proficiency bonus.
- Rock Hurling. You gain proficiency in throwing rocks: Ranged Weapon Attack: add Strength modifier, range 20/60, 1d10 plus Strength modifier bludgeoning damage.

Half Elf
-  Timeless Knowledge. Your long life affords you access to information from years past. You gain a +1 to Knowledge (max 20) and bonuses of +2 to all of the following skills: arcana, history, and religion.
- Ambassador of Heritage. You gain a +1 to your Charisma score (max 20) and a +2 to Charisma (persuasion) checks when dealing with humans or elves.

Halfling
- Curious Persuasion. If you speak to a creature for at least 5 minutes, you gain advantage on your next persuasion attempt against this creature.  

Half-Orc
- Improved Relentlessness. You can regain your Relentless Endurance racial feature after a short or long rest.

Human
- Racial Ambassador. You gain a +1 to your Charisma score (max 20) and a +2 to Charisma (persuasion) checks when dealing with non-human humanoids.

Kenku
- Feat Mimicry. If you have seen someone use a feat that you have the prerequisite for (racial feats excluded) within the last hour, you can perform that feat (maximum 10 minutes). You can use Feat Mimicry again after a long rest.

Lizardfolk
- Spiked Shield. You gain proficiency with a spiked shield: +2 to AC; melee, 5 (1d6 + 2) piercing damage. You can make one with your Cunning Artisan feature.
- Tail Attack. Your tail becomes larger and more powerful. You have proficiency with your tail which does 1d6 plus your Strength modifier bludgeoning damage.

Tabaxi
- Climbing Expert. You gain a +10 to your climbing speed when using your claws and land on your feet, gaining resistance to falling damage from a fall of 30 feet or less or when there is a vertical surface within 5 feet of you.

Tiefling
- Hellish Weapon. Your horns or tail become larger and more powerful. You have proficiency either with your horns which do 1d6 plus your Strength modifier piercing damage or 1d6 plus your Dexterity modifier bludgeoning damage. You can select this feat twice times, but you can only take each benefit once.

Triton
- Ocean Predator. You have darkvision allowing you to see in dim tight within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. You gain +2 to Dexterity (stealth) checkd while in the water.
- Swimming Expert. While in the water, your Strength and Dexterity each increase by 1 (max 20) and your swim speed increases by 20 feet.

These haven't been play tested yet. Any suggestions are appreciated.
 

Yeah, I don't see how they would be able to negate this. Birds can't. If a bird gets knocked out of the sky, it falls. The end. Other than magic, I don't see anything the Aarakocra could do to help negate falling damage. There's no armor, rig or equipment that could do it, and no amount of training could help a person falling from fifty feet. Not intrinsically, at least. Monks can do it, but they have to be conscious.

The only thing I can think of is giving them a Ring of Feather Falling, which fixes the entire problem. It's a rare item, though. Perhaps warriors from their tribe are required to go on some quest in order to earn one, and that's why the warriors are able to fight and not die every time they get knocked out.

In this case, I wouldn't just give it to the PC's, I'd make them earn it. Have them go on a quest to obtain their Ring of Feather Falling.

I'm not sure why "Birds can't" is the answer. There are a lot of feats that go beyond anything an animal could do.

In fact, quite a few feats are magical: Elemental Adept, Magic Initiate, Ritual Caster, Spell Sniper, War Caster.
So it seems possible that falling resistance, if not considered "training, experience, and abilities beyond" most feats or supernatural like Lucky or Resilient, could be magical in nature.

We did consider giving them a ring of Feather Falling; it would seem their artificers would focus on such a significant item, but giving a 1st level character a rare magic item seemed unbalancing.
That's why we thought about using the feat idea, issuing a cost and a delay.
 

It would be the same with a ring. A rare item at level 4 isn't that bad, which is the earliest they'd get the feat, which is a reason to give a new quest, and is within the rules themselves. It doesn't even have to be a ring. It could be an arm band or pendant or something.

And this way, they don't have to waste a feat/ASI on something a Ring could give them just as well.
 

As for, the "you get what you pay for" comment, like I mentioned before, the whole reason for this thread, was because it was argued that a race of flyers would inevitably look for a way to shore up their biggest weakness. Instead of training their warriors with less-than useful to aarakocra feats such as Dungeon Delver, Heavily Armored, Heavy Armor Master, Mounted Combatant, they would find find a way to help their warriors survive the inevitable fall.
Well, might I suggest that Aarakocra who want to represent such training look at picking the Charger, Mobile feats and Acrobatics proficiency?
Magic initiate and picking Featherfall would also be a good option.

Lastly, Aarakocra warriors are probably trained to land and fight from the ground when encountering enemies with the capability to make them drop from the sky.

The issue with a feat representing training on how to fall without hurting yourself too badly is that you couldn't actually use that training when falling a lot of the time because you are paralysed, unconscious, entangled etc.
 

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