the Jester
Legend
I've started doing some tentative conversions of my homebrewed campaign material for future fine-tuning. I'd be interested in any feedback people have vis-a-vis balance. Here's my first effort, a conversion of a custom race in my campaign. Does this look approximately as powerful as the races we've seen so far?
Merellin
Merellin are cetaceans with the ability to shift into a humanoid form. Sparsely-haired, merellin have silver, pale blue, white or grey skin and dark eyes. The merellin's humanoid form is typically as tall as a human, but of a somewhat chubbier build.
MERELLIN TRAITS
Your merellin character has the following racial traits.
Ability Score Increase. Your Charisma score increases by 2. In addition, you increase either your Constitution or your Wisdom by 1.
Age. A merellin has a slightly shorter average lifespan than a human, typically living until around 60 or 65 years.
Alignment. Merellin, along with their dolphin cousins, are sometimes referred to as the good guys of the sea. Though there are exceptions, the typical merellin tilts toward both good and law, due to their strong social organization and a belief in selflessness.
Size. Merellin are medium sized, standing between five and a half and six and a half feet tall and weighing two or three hundred pounds.
Speed. While in humanoid form, a merellin has a base walking speed of 30' and a swim speed of 30'. In cetacean form, a merellin has no walking speed but has a swim speed of 60'.
Hold Breath. A merellin can hold its breath 6 times as long as normal for a land-dwelling creature.
Alternate Form. You can change form as a bonus action, shifting from cetacean to humanoid form or back. All equipment and gear that you carry falls off of your body as you change form, but you cannot change form if you are secured by restraints around your wrists or ankles. In cetacean form you have no walking speed and cannot use equipment not specifically designed for a cetacean, but you gain a swim speed of 60'. In addition, while in the water, you can make a melee head butt attack that you are considered proficient with that deals 1d6 points of bludgeoning damage to a creature within 5'.
Echolocation. As a bonus action, you can make a hypersonic click that reflects off of nearby objects, giving you blindsight until the beginning of your next turn. Underwater, this blindsight has a radius of 60'; in the air, it has a radius of only 10'.
Merellin
Merellin are cetaceans with the ability to shift into a humanoid form. Sparsely-haired, merellin have silver, pale blue, white or grey skin and dark eyes. The merellin's humanoid form is typically as tall as a human, but of a somewhat chubbier build.
MERELLIN TRAITS
Your merellin character has the following racial traits.
Ability Score Increase. Your Charisma score increases by 2. In addition, you increase either your Constitution or your Wisdom by 1.
Age. A merellin has a slightly shorter average lifespan than a human, typically living until around 60 or 65 years.
Alignment. Merellin, along with their dolphin cousins, are sometimes referred to as the good guys of the sea. Though there are exceptions, the typical merellin tilts toward both good and law, due to their strong social organization and a belief in selflessness.
Size. Merellin are medium sized, standing between five and a half and six and a half feet tall and weighing two or three hundred pounds.
Speed. While in humanoid form, a merellin has a base walking speed of 30' and a swim speed of 30'. In cetacean form, a merellin has no walking speed but has a swim speed of 60'.
Hold Breath. A merellin can hold its breath 6 times as long as normal for a land-dwelling creature.
Alternate Form. You can change form as a bonus action, shifting from cetacean to humanoid form or back. All equipment and gear that you carry falls off of your body as you change form, but you cannot change form if you are secured by restraints around your wrists or ankles. In cetacean form you have no walking speed and cannot use equipment not specifically designed for a cetacean, but you gain a swim speed of 60'. In addition, while in the water, you can make a melee head butt attack that you are considered proficient with that deals 1d6 points of bludgeoning damage to a creature within 5'.
Echolocation. As a bonus action, you can make a hypersonic click that reflects off of nearby objects, giving you blindsight until the beginning of your next turn. Underwater, this blindsight has a radius of 60'; in the air, it has a radius of only 10'.