SamuKata
KibblesTasty
KibblesTasty

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Player Race Options: Alternate Dragonborn & Alternate Warforged

So I did get an ask for some new race options; this is in part that, but more of what I would view a start to that. While there will be some unique new races coming from the Kibbles workshop, that's a bit complicated.

For now, I wanted to share two alternate versions I use, as these are two races I really like but feel have wasted potential as is.

Dragornborn as hands down a race that is let down by their 5e stat block. Dragon Breath is simply terrible, and their stat allocation is awkward for anything that isn't a paladin, and their racial feats are uninspired.

A popular solution is to make their breath weapon a bonus action, which works out mathmatically decently, it's certainly not bad as a bonus action, but feels... anticlimatic. It's more like a dragon hiccup at that point, so I personally don't prefer that fix.

Warforged are in the UA, but they have this funky armor progression, and are unfortunately a bit too strong for something I'd allow, while I think not quite representing the spectrum available to the race outside of Eberron (not qualms about Eberron, but the division presented there is very Eberron focused, while I'm a big believer in that most settings need the potential for sentient golems, because why not :) ).

I will update and refine this further in the future, but did want to get it posted this month. I will add art for the existing ones, as well as a few new races.

Player Race Options: Alternate Dragonborn & Alternate Warforged

Comments

1) Longsword proficiency is given by other races, and things like Hobgoblin's give proficiency in any two martial weapons of your choice. In theory, rapier's are balanced against other martial weapons. So the only real advantage of this ability is the integrated part, but I don't think that's a huge advantage; natural weapons for races are mostly ribbons - they can certainly be useful in niche cases, but there are times you'd go a whole campaign without it being relevant compared to just having the weapon. I think I might need scrap it just due to complexity though, as I can see a lot of people are going to have a lot of questions on this, and as a racial feature it can't be particularly detailed to resolve the invariable edge cases (can you integrate a magic weapon, can it be removed, how long does it take to swap, etc). It seems like this is probably going to take a new rule set for an environment with less DM arbitration, so I'll give it some thought. I don't really like the idea that a Warforged would always be made without a weapon, as given their purpose in many cases, that is vaguely silly, but I'll think about it. 2) Nope. It says another one (I think). 3) I'm aware of this, but I don't think it's a huge issue. When would someone actually take this? It would only make sense if they were at 17 or 19 in their main stat, as otherwise they are delying main stat progression for some Con, or they'd be taking it at level 12 or higher, when most people have better stuff to take than more Con. It's certainly a good option, but given you can only take it once, it's getting at max +1 stat over other people at the cost of a Feat, which does not put it as the strongest Feat to me. This Feat was written prior to 2.0 though, so there may be an update to it with the new stat progression for Golems, as technically with the new one it may give skills and stuff; this feat interacts with the 1.7 version, and the 2.0 version will be posted with the 2.0, and updated here once that's that's the default version. Appreciate the feedback! Some good things to consider, and I'll see what I can do, or if there's stuff here I'll have to remove.

KibblesTasty

1) Not sure how I feel about Integrated Tool letting you have any one-handed melee weapon. Pick rapier and you effectively have a 1d8 natural weapon with finesse. Or pick long longsword and use it with two hands and you’ve got 1d10. And how would this interact with thrown weapons? If you pick a spear do you now effectively have a harpoon gun strapped to your arm? 2) Can you use Warforged Upgrade to take a Specialized Nature you’ve already selected? 3) There are Golemsmith upgrades that Warforged Upgrade would let you take that increase the golem’s STR/DEX/CON by two but set the stat cap at 18. For STR and DEX the 18 cap may be enough to discourage taking this but the only class that would ever really consider maxing CON is Barbarian so it isn’t much of a drawback.


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