https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Marasmusine&feedformat=atomD&D Wiki - User contributions [en]2024-03-29T13:39:33ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Z-750_Binary_Rifle_(5e_Equipment)&diff=1826921Z-750 Binary Rifle (5e Equipment)2024-03-29T12:09:22Z<p>Marasmusine: Category:Futuristic</p>
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<div><!--Field entries below are given as an example--><br />
{|<br />
|style="width:75%"|<br />
{{5e Weapon<br />
|category=Martial Ranged Weapon<br />
|weapon= Z-750 Binary Rifle<br />
|damage=3d10 Radiant<br />
|cost=Legendary<br />
|weight= 35 lbs.<br />
|properties=Ionized Canisters,(range 100/1000), reload (2 shots), two-handed, cumbersome, special<br />
|description= Z-750 Binary Rifle is one of the few remaining weapons from the Forerunner hegemony. It is the most deadly anti-personnel weapon in current-history, able to kill most spartans, elites, and promethean units in one shot.<br />
<br />
'''''Cumbersome.''''' Wielders not wearing a variation of [[5e_Equipment_(Halo_Setting)|Mjolnir]] armor, are not a Forerunner Construct (Knight, Crawler, and etc), or doesn't have a Strength score of 20 can not move on the same turn they make an attack with this weapon. <br />
<br />
'''''Forerunner Scope.''''' This weapon has a 5x scope (range 125/1000) and a 10x scope (range 150/1000), whenever you aim down sights it requires the weapon to shift into ADS mode. (Requires an action.) Your movement speed is reduced to 1/4 of what its base value is. To leave ADS you must use an action.<br />
<br />
'''''Tracking Beam.''''' When aiming down sights a large orange beam is emitted by your weapon wherever you aim. After your first shot with the weapon, the beam will automatically be seen by everyone, and you must roll disadvantage with this weapon for the rest of the combat encounter. On the other hand, this tracking beam helps your aim, giving you +3 on disadvantage rolls.<br />
<br />
}}<br />
|<br />
[[File:Binary Rifle.jpg|thumb|right|[https://www.halopedia.org/Z-750_binary_rifle Source]]]<br />
[[Category:Futuristic]]</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=Z-250_Lightrifle_(5e_Equipment)&diff=1826920Z-250 Lightrifle (5e Equipment)2024-03-29T12:09:02Z<p>Marasmusine: Category:Futuristic</p>
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<div><!--Field entries below are given as an example--><br />
{|<br />
|style="width:75%"|<br />
{{5e Weapon<br />
|category=Martial Ranged Weapon<br />
|weapon= Z-250 Lightrifle<br />
|damage=2d8 Radiant<br />
|cost=Legendary<br />
|weight= 29 lbs.<br />
|properties=Light Mass Charges,(range 80/350), heavy, special<br />
|description= The Z-250 Lightrifle is one of the few remaining weapons from the Forerunner hegemony. It is deadly in range and accuracy, though its rarity, inaccessibility, and rare ammo, means that one may never see it in their lifetime.<br />
<br />
'''''Fire Modes.''''' This weapon has two firing modes dependent on if the user aims down sight or not. If the weapon is just shouldered it fires a three round burst, this is its base damage and range. If the user aims down sight (which requires an action and slows the user down to 1/4th of their base movement speed.) this will turn the gun into a DMR-like weapon, doing 2d12 damage and has a range of (125/350). To leave ADS mode use an action to exit sights. <br />
<br />
'''''Cumbersome.''''' Wielders not wearing a variation of [[5e_Equipment_(Halo_Setting)|Mjolnir]] armor, are not a Forerunner Construct (Knight, Crawler, and etc), or who don't have a Strength score of 18 can not move on the same turn they make an attack with this weapon. <br />
<br />
'''''Light Mass Charges.''''' Every attack with this weapon uses 10% of its battery. Only 5% is used if fired by a Forerunner construct (Knight, Crawler, and etc) or promethean.<br />
<br />
<br />
}}<br />
|<br />
[[Category:Futuristic]]<br />
[[File:Lightrifle.jpg|thumb|right|[https://www.halopedia.org/Z-250_lightrifle Source]]]</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=Z-180_Scattershot_(5e_Equipment)&diff=1826919Z-180 Scattershot (5e Equipment)2024-03-29T12:08:52Z<p>Marasmusine: Category:Futuristic</p>
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<div><!--Field entries below are given as an example--><br />
{|<br />
|style="width:75%"|<br />
{{5e Weapon<br />
|category=Martial Ranged Weapon<br />
|weapon= Z-180 Scattershot<br />
|damage=3d6 Radiant<br />
|cost=Legendary<br />
|weight= 15 lbs.<br />
|properties=Ionized Canisters,(range 30/70), reload (5 shots), two-handed, special<br />
|description= The Z-180 is one of the few remaining weapons from the Forerunner hegemony. It is deadly at CQC and will evaporate anything that gets too close, though its rarity, inaccessibility, and rare ammo, means that one may never see it in their lifetime.<br />
<br />
'''''Large Spread.''''' Targets within 10 feet take twice as much damage.<br />
<br />
'''''Tube Reload.''''' If the user reloads this weapon by more than 1 shot on their turn, this weapon must be reloaded as an action.<br />
<br />
'''''Forunner Ranged Technology.''''' This weapon is built with a smart scope added into the weapon that once aimed down (requires a action to activate this ability and you can not move while using this.) allows the user to hit an enemy at range (60/100)<br />
}}<br />
|<br />
[[Category:Futuristic]]</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=Z-130_Suppresser_(5e_Equipment)&diff=1826918Z-130 Suppresser (5e Equipment)2024-03-29T12:08:36Z<p>Marasmusine: Category:Futuristic</p>
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<div><!--Field entries below are given as an example--><br />
{|<br />
|style="width:75%"|<br />
{{5e Weapon<br />
|category=Martial Ranged Weapon<br />
|weapon= Z-130 Suppressor<br />
|damage=3d8 Radiant<br />
|cost=Legendary<br />
|weight= 14 lbs.<br />
|properties=Light Mass Charges,(range 50/200), light<br />
|description= Z-130 Suppressor is one of the few remaining weapons from the Forerunner hegemony. It is deadly in CQC and suppressive fire, though its rarity, inaccessibility, and rare ammo, means that one may never see it in their lifetime.<br />
<br />
'''''Small Armament.''''' When making an attack against an enemy within 5 feet, you do not have disadvantage.<br />
<br />
'''''Light Mass Charges.''''' This weapon uses a single Light Mass Charge as ammunition. Every attack with this weapon uses 10% of its battery. Only 5% is used if fired by a Forerunner construct (Knight, Crawler, and etc) or promethean.<br />
}}<br />
|<br />
<br />
[[Category:Futuristic]]</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=Z-110_Boltshot_(5e_Equipment)&diff=1826917Z-110 Boltshot (5e Equipment)2024-03-29T12:08:08Z<p>Marasmusine: Category:Futuristic</p>
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<div><!--Field entries below are given as an example--><br />
{|<br />
|style="width:75%"|<br />
{{5e Weapon<br />
|category=Martial Ranged Weapon<br />
|weapon= Z-110 Boltshot<br />
|damage=2d6 Radiant<br />
|cost=Legendary<br />
|weight= 6 lbs.<br />
|properties=Ionized Canisters,(range 35/60), reload (10 shots), (24 shots if modified), light, special<br />
|description= Z-110 Boltshot is one of the few remaining weapons from the Forerunner hegemony. It is deadly in CQC and obliterates infantry units, though its rarity, inaccessibility, and rare ammo, means that one may never see it in their lifetime.<br />
<br />
'''''"Shotgun In a Pocket".''''' This weapon can be charged to fire a shotgun blast at a range of (5/10), doing 5d4 damage. This takes 5 Ionized Canisters to fire/use. To use this weapon, take an action to charge it first, then use it next turn. If the ability is not used on your next turn, the charge goes away. <br />
<br />
'''''Forerunner Flexibility.''''' This weapon can be modified from its original base design into a more modern promethean design with 150 gold worth of ancient Forerunner material. This design changes the weapon to a range (20/40), 3d6 damage output, and each attack with this weapon uses three Ionized Canisters- becoming a Burst Fire weapon, this design doesn't come with the charged shotgun ability ("Shotgun In A Pocket"). This weapon now gains advantage on every attack hitting within normal range, as the projectiles now track enemies.<br />
<br />
'''''Small Armament.''''' When making an attack against an enemy within 5 feet, you do not have disadvantage.<br />
<br />
}}<br />
|<br />
<br />
[[File:Boltshot.jpg|thumb|right|[https://www.halopedia.org/Z-110_Boltshot Source]]]<br />
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[[Category:Futuristic]]</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=Explosion_(5e_Spell)&diff=1826085Explosion (5e Spell)2024-03-27T15:47:47Z<p>Marasmusine: propose deletion</p>
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<div>{{Design Disclaimer|5th edition|It was designed to consume everything you have. The caster's magic must be at full strength before going nuclear, and it leaves them wiped afterwards.}}<br />
{{needsbalance|See talk page}}<br />
{{delete|09:47, 27 March 2024 (MDT)|Broken in both its effects and in the way this interacts with spell slots.}}<br />
{{5e Spell<br />
|name=Explosion<br />
|school=Evocation<br />
|ritual=<br />
|lvl=1st<br />
|casttime=1 minute<br />
|range=120+Range Increase feet<br />
|comp=S, V<br />
|dur=Instantaneous<br />
|summary=Come, now, and walk the path of explosions with me!<br />
}}<br />
<br />
This spell also cannot be chosen for feats or features similar to Spell Mastery or Signature Spell.<br />
<br />
When you cast this spell, you expend all your spellslots of all levels and target one point that you see within range to create a incredibly large explosion centered at that point, destroying everything including mountains and the ground itself. This spell damage objects in the area and ignite flammable objects that aren't being worn or carried. For each spellslot consumed by this spell, this spell gains range, radius and deals damage according to the table below. Each creature in the radius of the sphere centered on the point you chose must make a {{5a|dex}} saving throw. A creature takes the combined damage dice as fire and the combined damage dice force damage on a failed save, or half as much on a successful one. For example, if you're a 3rd level Wizard casting this spell, it would consume four 1st level spellslots and two 2nd level spellslots, making the range of this spell 140ft, in 30ft radius sphere, dealing 8d6 fire damage and 8d6 magic damage.<br />
<br />
Medium or smaller creatures within the target area are shunted 5 feet per two spellslot level consumed away from the epicenter of the spell's effect and are knocked prone. If they collide with an obstruction such as a wall or a rock, then they take falling damage equal to the distance that they were shunted past said obstruction. For instance, using the above example, the total level of the spellslots consumed is 8, so a goblin is shunted 20 feet, and if it collides into a wall that is 5 feet away, then they take 15 feet worth of falling damage.<br />
<br />
The spell emits a thunderous boom audible out to 100 feet per spellslot level consumed. Creatures within the range plus 120 feet of the epicenter of the explosion must succeed on a {{5a|con}} saving throw or else is {{5c|deafened}} for 1 turn for every two spellslot levels consumed. After the spell's effect occurs, a cloud of smoke that is 50 ft per spellslot level consumed tall rises from the affected area. If the ceiling is less than that height, the smoke spreads from the affected area with half the remaining distance as a radius and the area is considered lightly obscured. The smoke lasts for up to 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
It should be noted that the spell has the capacity to damage, if not destroy, small buildings and as a result it can cause for the battlefield to be littered with rubble, resulting in parts of it being considered difficult terrain. <br />
<br />
This spell is considered to be the spell level of the highest level spellslot expended.<br />
<br />
After using this spell, you will not be able to do it again until the number of days equal has passed to 7 - your Constitution modifier.<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Explosion <br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Spellslot || Range Increase || Radius Increase || Damage<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 1 || +20 ft || +5 ft || 2d6<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 2 || +30 ft || +5 ft || 4d6<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 3 || +40 ft || +10 ft || 6d6<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 4 || +60 ft || +10 ft || 7d6<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 5 || +80 ft || +15 ft || 8d6<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 6 || +100 ft || +20 ft || 8d6<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 7 || +200 ft || +25 ft || 8d6<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 8 || +300 ft || +25 ft || 8d6<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 9 || +400 ft || +50 ft || 8d6<br />
|}<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Cleric Spells Breadcrumb}}<br/><br />
{{5e Sorcerer Spells Breadcrumb}}<br/><br />
{{5e Wizard Spells Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:Wizard 1]]</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=Talk:Flame_Burst_(5e_Spell)&diff=1819287Talk:Flame Burst (5e Spell)2024-03-09T16:44:43Z<p>Marasmusine: </p>
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<div>Why does this spell use a {{5a|con}} {{5g|Saving Throw}}? Other spells with "sudden burst of fire" effects, such as ''{{5g|Burning Hands}}'' or ''{{5g|fireball}}'' use {{5a|dex}}, representing getting out of the way of the flames. [[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 01:21, 9 March 2024 (MST)<br />
<br />
:If it's meant to be more like a blast wave, Con would make sense, but a different damage type would be nice such as bludgeoning or force (and sure, thunder, but we already have thunderwave). [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 09:44, 9 March 2024 (MST)</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=Battlesmith_(5e_Class)&diff=1819284Battlesmith (5e Class)2024-03-09T16:39:05Z<p>Marasmusine: Reverting attempt to overpower this class</p>
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<div>===Creating a Battlesmith===<br />
Battlesmiths are, in their essence, artificers without magic. They use their tools to create powerful, modified items and adopt a specific exotic style of fighting that can only be made by specific modified weapons which, by custom, battlesmiths forge themselves. When creating a battlesmith, think about where they learned their skills in both fighting and smithery. Think about their goals in doing both and how they balance their two lives.<br />
<br />
====Quick Build====<br />
First, make either {{5a|str}} or {{5a|dex}} your highest score. Then, either {{5a|con}} if you want to be more soldier than smith, or {{5a|int}} if you want to be more smith than soldier. Next, choose the {{5e|Guild Artisan}} background.<br />
<br />
{{5e Class Features<br />
|name= Battlesmith<br />
|summary= A weapons smith that forges their own powerful equipment to augment their combat abilities<br />
|hd=10<br />
|spellcasting=<br />
|armor=All Armor, shields<br />
|weapons=Simple Weapons, martial Weapons<br />
|tools={{5e|Tools#Carpenter's Tools|Carpenter's tools}},{{5e|Tools#Smith's Tools|smith's tools}}, {{5e|Tools#Leatherworker's Tools|leatherworker's tools}}<br />
|saves={{5a|con}}, {{5a|int}}<br />
|skills=Choose two from {{5s|Athletics}}, {{5s|Acrobatics}}, {{5s|Arcana}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Perception}}, {{5s|Performance}}, and {{5s|Persuasion}}<br />
|item1a={{5e|Chain Mail (Armor)|chain mail}}<br />
|item1b={{5e|Scale Mail (Armor)|scale mail}}<br />
|item1c={{5e|Leather (Armor)|leather armor}}<br />
|item2a=a martial weapon and a {{5e|shield}}<br />
|item2b=two martial weapons<br />
|item3a=a {{5e|Longbow}} and {{5e|Quiver}} of {{5e|Arrows (20)|20 arrows}}<br />
|item3b=a {{5e|sling}} and {{5e|Pouch}} with {{5e|Sling Bullets (20)|20 sling bullets}}<br />
|item4a={{5e|Tools#Carpenter's Tools|carpenter's tools}}<br />
|item4b={{5e|Tools#Smith's Tools|smith's tools}}<br />
|item4c={{5e|Tools#Leatherworker's Tools|leatherworker's tools}}<br />
|item5a=a [[5e SRD:Equipment Packs#Scholar's Pack|scholar's pack]]<br />
|item5b=an [[5e SRD:Equipment Packs#Explorer's Pack|explorer's pack]]<br />
|classfeatures1=[[#Fighting Style|Fighting Style]],[[#Master Smithery|Master Smithery]]<br />
|classfeatures2=[[#Augmentation|Augmentation (+1)]]<br />
|classfeatures3=[[#Weapon Specialty|Weapon Specialty]]<br />
|classfeatures4=<br />
|classfeatures5=[[#Extra Attack|Extra Attack]]<br />
|classfeatures6=[[#Weapon Specialty|Weapon Specialty Feature]]<br />
|classfeatures7=[[#Augmentation|Augmentation (+2)]]<br />
|classfeatures8=<br />
|classfeatures9=[[#High Metal Augmentation|High Metal Augmentation]]<br />
|classfeatures10=[[#Weapon Specialty|Weapon Specialty Feature]]<br />
|classfeatures11=[[#Augmentation|Augmentation (+3)]]<br />
|classfeatures12=<br />
|classfeatures13=[[#Use Magic Weapon|Use Magic Weapon]]<br />
|classfeatures14=[[#Weapon Specialty|Weapon Specialty Feature]]<br />
|classfeatures15=[[#Fast Forging|Fast Forging]]<br />
|classfeatures16=<br />
|classfeatures17=[[#Augmentation|Improved Augmentation]]<br />
|classfeatures18=[[#Weapon Specialty|Weapon Specialty Feature]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Masterful Augmentation|Masterful Augmentation]]<br />
}}<br />
<br />
====Fighting Style====<br />
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose {{5e|Disadvantage}} on the attack roll. You must be wielding a {{5e|Shield (Armor)|shield}}.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in {{5e|Melee Attacks#Two-Weapon Fighting|two-weapon fighting}}, you can add your ability modifier to the damage of the second attack.<br />
<br />
====Master Smithery====<br />
Starting at 1st level, when you engage in the crafting downtime activity, each day of downtime you spend crafting counts as two days.<br />
<br />
====Augmentation====<br />
At 2nd level, you gain the ability to modify your equipment to improve your combat ability. You can spend two hours and 100 gp of raw materials to use either smith’s tools, leatherworker’s tools, or carpenter’s tools (DM’s choice) and increase the power of 10 pieces of ammunition, one melee weapon, one shield, or one suit of armor. If it is a melee weapon or a piece of ammunition, then it has a +1 to attack and damage rolls you make using it. If it is a suit of armor or shield, while you are wearing it, it provides an additional +1 to AC. After 1 week, the piece of equipment decays and it loses its bonus and any other features provided by this feature. At 7th level, the bonus increases to +2 when you provide 1,000 gp and at 11th level, the bonus increases to +3 when you provide 10,000 gp. <br />
<br />
At 17th level, you can augment equipment so that it suits another creature. When you begin the process, you can choose another creature to gain the bonus while using the equipment. The creature must be with you, assisting you, for the two hours needed to augment the equipment.<br />
<br />
====Weapon Specialty====<br />
At 3rd level, you master skills for a particular exotic style of fighting. Choose {{inpage|Flail Specialist}}, {{inpage|Shield Specialist}}, {{inpage|Sling Specialist}}, or {{inpage|Quarterstaff Specialist}}, all detailed at the end of the class description. Your chosen specialty grants you features at 6th level, 10th level, 14th level, and 18th level.<br />
<br />
====Ability Score Improvement====<br />
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. <br />
<br />
====High Metal Augmentation====<br />
At 9th level, attacks made with your augmented weapons deal magical damage for the purpose of overcoming resistance and immunity. you learn how to augment equipment with rare powerful metals. When you use your Augmentation feature, you can expend at least 200 gp worth of mithral to gain one of the following benefits depending on the equipment.<br />
<br />
'''Mithral Ammunition''': When you make an attack using Mithral Ammunition, you can make another attack using Mithral Ammunition as a {{5e|bonus action}}.<br />
<br />
'''Mithral Armor''': If the armor you augment has a {{5a|str}} requirement or imposes {{5e|disadvantage}} on {{5a|dex}} ({{5s|Stealth}}) checks, they lose these properties.<br />
<br />
'''Mithral Shield''': While wielding a {{5e|shield}} augmented by mithral, you gain a +1 to {{5a|dex}} {{5e|saving throws}}.<br />
<br />
'''Mithral Melee Weapon''': A heavy melee weapon augmented with mithral loses the heavy property. A melee weapon without the light property gains the light property. A melee weapon with the light property gains the finesse property. A melee weapon with the finesse and light property gains the thrown property range (20/60)<br />
<br />
Additionally, when you use your {{inpage|Augmentation}} feature, you can expend at least 500 gp worth of adamantine to gain one of the following benefits depending on the equipment. A piece of equipment cannot have both a mithral augmentation property and an adamantine augmentation property.<br />
<br />
'''Adamantine Armor or Adamantine Shield''': While wearing armor augmented with adamantine or wielding a shield augmented with adamantine, any {{5e|critical hit}} against you counts as a normal hit.<br />
<br />
'''Adamantine Melee Weapon or Adamantine Ammunition''': Weapons and ammunition augmented with adamantine are nearly indestructible. Whenever an adamantine weapon hits an object, the hit is a {{5e|critical hit}}.<br />
====Use Magic Weapon====<br />
At 13th level, you have gained such mastery over weapons and armor such that you ignore all class, race, and level requirements on the use of magic weapons, ammunition, armor, and shields. <br />
<br />
====Fast Forging====<br />
At 15th level, your skill in forging increases to incredible levels. When you use downtime to craft an object, each day of downtime counts as three days for crafting. You must provide three times as much gold for this day. Additionally, when you recover ammunition from a battle, you can spend 5 minutes to recover the rest of your ammunition. This time represents the time it takes to repair your broken ammunition. If a piece of equipment is damaged, you can work for 5 minutes to repair the item.<br />
<br />
====Masterful Augmentation====<br />
At 20th level, the cost in materials and time required to augment a piece of equipment is halved. In addition, all weapons you augment are given one of the following benefits depending on the type of equipment.<br />
<br />
'''Ammunition''': Once per turn, when you make a ranged weapon attack using an augmented piece of ammunition, you make an attack against up to two creatures in a line 5 feet wide and length equal to the weapon’s range.<br />
<br />
'''Armor''': While wearing augmented armor, the wearer gains resistance to non-magical bludgeoning piercing and slashing damage.<br />
<br />
'''Shield''': While wielding an augmented {{5e|shield}}, the wearer can use their {{5e|reaction}} to add their proficiency bonus to the shield’s AC bonus against one attack.<br />
<br />
'''Melee Weapon''': Once per turn, when you make a melee weapon attack using an augmented melee weapon, you can deal an extra 1d12 damage to the target.<br />
<br />
===Weapon Specialty===<br />
====Flail Specialist====<br />
Flail specialists customize their flails so they can maneuver the weighted ends in complicated yet dangerous patterns. They’re a scourge on the battlefield, using their flails to defend against swarms, and ensnare their enemies.<br />
<br />
;Broad Swing<br />
Starting at 3rd level, when you miss an attack using a flail, you can immediately make another attack using the same flail against another creature within 5 feet of you as a bonus action.<br />
<br />
;Ensnare Creature<br />
Beginning at 6th level, you learn to use your flails to ensnare your enemies. When you use your augmentation feature on a flail, you can spend 30 additional gp to lengthen the chain on your flail. An elongated chain flail has a reach of 10 feet. You can attempt to grapple targets using a flail while welding an elongated chain flail. When you succeed on a grapple using a flail, the target takes 1d8 bludgeoning damage and the flail cannot be used to attack until the grapple ends. You can drop the flail used to trap the opponent as a {{5e|bonus action}} and the creature remains {{5c|grappled}}. The target can use their action to attempt to escape the grapple. The escape DC equals 10 + your Proficiency Bonus + the weapon’s augmentation bonus. <br />
<br />
;Catch Weapon<br />
Starting at 10th level, you can use your flails to block incoming attacks by using the flail chain. You can wield an elongated chain flail with two hands. When you do so, you can use your reaction to hold out your flail chain like a shield. You gain a bonus to AC against melee weapon attacks equal to the weapon’s augmentation bonus until the start of your next turn. If a creature scores a critical hit with a melee weapon attack made against you while you have this bonus to AC, then the fail’s chain breaks, destroying the flail. If the flail is augmented with adamantine, then roll a d20. On a 5 or lower, the flail’s chain breaks.<br />
<br />
;Heavy Strike<br />
At 14th level, you learn to maneuver your elongated chain flails to increase the momentum of the weighted end to dangerously high amounts. As a {{5e|bonus action}}, you can prepare a heavy strike. When you do so, the next attack you make with an elongated chain flail is made with {{5e|advantage}} and deals an additional d4 bludgeoning damage. If you score a {{5e|critical hit}} with this attack, then you may attempt to shove the creature as part of the same attack. Additionally, if the creature is wielding a {{5e|shield}}, then the shield is destroyed on a {{5e|critical hit}}.<br />
<br />
;Whirlwind Technique<br />
At 18th level, you keep your flails moving at all times, making you a dangerous foe to approach. Creatures provoke opportunity attacks when they enter the reach of your elongated chain flails. And when you hit a creature with an opportunity attack using an elongated chain flail, you can attempt to shove the creature as part of the same reaction.<br />
<br />
====Shield Specialist====<br />
Shield Specialists customize their shields to become powerful tools for both offense and defense. <br />
<br />
;Combat Shield Wielding<br />
At 3rd level, you learn how to use your shield to attack your opponent. While wielding a shield, you may make attacks using the shield. You are proficient in the attacks and make them using {{5a|str}}. The attacks deal 1d4 bludgeoning damage. If you are wielding an augmented shield, you can add your shield’s augmentation bonus to the attack and damage rolls. Additionally, you may Don or Doff a shield as a {{5e|bonus action}}.<br />
<br />
;Notched Shield<br />
Beginning at 6th level, you learn how to modify your shields to defend yourself against attacks. When you use your augmentation feature on a shield, you can spend an additional 30 gp to create a notch in the shield. While wielding a notched shield, you can catch your enemy’s weapons in the notch. When a creature no more than 1 size larger than you makes a melee weapon attack against you, you can use your reaction to make a {{5a|str}} ({{5s|Athletics}}) check contested by the target’s {{5a|str}} ({{5s|Athletics}}) or {{5a|dex}} ({{5s|Acrobatics}}) check. If you succeed, then you catch the weapon in your shield. The creature wielding the weapon cannot make weapon attacks using that weapon and cannot move further than their weapon’s reach away from you until they use their action to remove their weapon from the notch or drop the weapon. A notched shield can only hold one melee weapon at a time. On your turn, you can release a melee weapon from the notch (no action required).<br />
<br />
;Two Handed Shield Wielding<br />
At 10th level, you learn to use your augmented shields with two hands. While wielding an augmented shield with two hands, you gain an additional +2 to AC and add an additional damage die to the damage rolls made with your combat shield wielding attacks.<br />
<br />
;Protective Maneuver<br />
Beginning at 14th level, you learn to force your shields between you and your opponents, protecting you from harm. When you hit a creature with an attack made using a shield, your movement doesn’t provoke opportunity attacks from the target and you gain a +1 to AC against attacks made by the target until the start of your next turn.<br />
<br />
;Masterful Shield Weilding<br />
At 18th level, your skill in wielding a shield is made incredibly strong. When you use your augmentation feature on a shield and create a notched shield, you may create three notches on the shield. Each notch can hold one melee weapon. Additionally, at the start of each creature’s turn, if you have already used your reaction, you gain another reaction which you can use only to attempt to catch a melee weapon in your shield. <br />
<br />
====Sling Specialist====<br />
Sling Specialists make full use of their slings in both ranged and melee combat. They customize their slings to spray volleys of bullets at their opponents. <br />
<br />
;Sling Bash<br />
Starting at 3rd level, you learn to use your slings for melee combat. When you take the attack action on your turn and are wielding a sling, you can make a melee weapon attack using your sling. The attack deals bludgeoning damage and uses {{5a|dex}} for attack and damage rolls. You must have a piece of ammunition, but the ammunition is not fired. It remains in the sling as you swing the sling and bash the end into the target.<br />
<br />
;Multi-Shot<br />
Beginning at 6th level, you learn how to fire off multiple bullets from your sling when you attack. You can use your augmentation ability on slings. When you do so, the sling can load additional bullets equal to the augmentation bonus. Once per turn, when you take the attack action and make an attack using an augmented sling, you may use additional pieces of ammunition to deal extra damage dice to the target equal to the number of additional pieces of ammunition you used. <br />
<br />
;Sling Sniping<br />
Starting at 10th level, attacking at long range with an augmented sling doesn’t impose disadvantage on the attack roll. <br />
<br />
;Volley-Shot<br />
Beginning at 14th level, when you use your multi-shot ability, you can, instead of adding additional dice to the damage roll, make a single attack against up to 4 creatures within 10 feet of a point within range.<br />
<br />
;Multi-Shot Improvement<br />
At 18th level, you learn to use your multi-shot more often using different slings on your turn. You can use your Multi-Shot ability twice as long as you are wielding an augmented sling in both hands. <br />
<br />
====Quarterstaff Specialist====<br />
Quarterstaff Specialists fight using their staff. They customize their staffs to split into two, making them a highly versatile fighter on the battlefield.<br />
<br />
;Staff Mastery<br />
At 3rd level, you learn to use your staff more effectively. The damage die of quarterstaffs you’re welding increases to a d8 and the versatile damage die of the staff increases to a d12. <br />
<br />
;Splitting Staff<br />
At 6th level, you gain the ability to split your staff into two smaller pieces. When you use your augmentation feature on a quarterstaff, you may spend 30 additional gp to give the staff the ability to split. As a {{5e|bonus action}} on your turn, you may split your staff or reconnect it. While split, the staff counts as two melee weapons. Each weapon is a quarterstaff and has the light property. Additionally, while wielding a splitting staff that is connected and a creature misses you with a melee attack, you may use your reaction to split your staff and make one attack using the staff against the creature as you block with the staff then attack the loss in their guard.<br />
<br />
;Entrap<br />
Starting at 10th level, you learn to connect your splitting staff to trap creatures in your reach. If on your turn you hit at least twice with your splitting staff while it is split, you can use your reaction to attempt to grapple the target and connect your splitting staff. You don’t need to have a hand available to start or maintain this grapple and the grapple ends once you split your splitting staff.<br />
<br />
;Reshot<br />
At 14th level, you learn how to split your staff to turn a miss into a hit. When you take the attack action on your turn and miss with an attack made by a splitting staff that is not split, you may split the staff and make an additional attack as part of the same action.<br />
<br />
;Fusion Parry<br />
At 18th level, you learn how to block attacks with your splitting staff by connecting it, then spinning it rapidly to create a barrier. When your splitting staff is split, you may use your reaction to connect the staff and gain a +2 to AC until the start of your next turn.<br />
<br />
===Multiclassing===<br />
To qualify for multiclassing in the battlesmith class, you must meet these prerequisites: {{5a|str}} 13 or {{5a|dex}} 13 or {{5a|int}} 13<br />
<br />
When you multiclass into the battlesmith class, you gain proficiency in simple weapons, martial weapons, light armor, medium armor, and shields.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Artificer Tag]]<br />
[[Category:Fighter Tag]]<br />
[[Category:5e Class Mashup]]</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=Engineer_(5e_Background)&diff=1819283Engineer (5e Background)2024-03-09T16:38:18Z<p>Marasmusine: Reverted edits by Mr.Bushidō (talk) to last revision by SirSprinkles</p>
<hr />
<div>==Engineer==<br />
<br />
You are (or were) an engineer, a contributor to science. You were inspired by a great inventor at a young age, and want to be just like them. So where did you come from? What is your specialization?<br />
<br />
'''Skill Proficiencies:''' Investigation and One of the following: Arcana, Perception, Nature, or Medicine.<br />
<br />
'''Tool Proficiencies:''' Two types of Artisan’s tools of your choice, vehicles. <br />
<br />
'''Languages:''' Any Two of your choice<br />
<br />
'''Equipment:''' Common clothes, one type of artisan's tools you are proficient with, 1D4 books on Engineering, and a Tiny or smaller invention made by you, small pouch containing 15 gold.<br />
<br />
===Specialization===<br />
<!--Optional section, delete if unneeded. Otherwise rename header, table headers and table length as appropriate.--><br />
As an Engineer you sometimes draw inspiration from different sources for your creations or inventions, do ideas come to you after you've read a line of ancient scripture? What about the way the animals move or how the leaves and grass sway? Or even seeing the simple yet complex beauty of a cogwheel? <br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Specialization<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || Inventor<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || Artisan<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || Technomancer<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || Architect<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || Tinkerer<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || Aeronautic<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
====Feature: Once a student, always a student====<br />
You can always find shelter or limited sanctuary within a place of learning such as a college or academy, as long as you are on good terms with the group who runs the school, while there you are able to gain basic knowledge of certain topics, as long as you contribute to the school in some '''constructive''' way.<br />
<br />
===Suggested Characteristics===<br />
<!--Lead text--><br />
<br />
{| class="5e" style="text-align: left;"<br />
! d8 || Personality Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || When I see a scrap of metal or wood, I can't help but pocket it.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I don't talk a lot, because I become engrossed in my thoughts.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I can't help myself around complex objects, I just want to find out how they work.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || Most of the words I say sound like complete gibberish to those who know nothing about science.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I'm constantly sketching or taking notes about my surroundings.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || "If I elevate my crossbow by 3° then the bolt should.. sorry? Just shoot the damned Orc?"<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || Everything, no matter how small or insignificant, must be catalogued.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || When excited I tend to start speaking faster, and tend to get a bit jittery.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Ideal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || '''Organization.''' Everything has it's place and everything should be in it's place. (Lawful)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || '''People.''' All of my inventions are made to help people who can't help themselves. (Good)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || '''Freedom.''' I invent what I want, whether my inventions are legal or not. (Chaotic)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || '''Greed.''' Everything I make I sell, I don't care who it hurts. (Evil)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || '''Community.''' I invent to help myself, my friends, and my family, and other people can do the same if they want inventions. (Neutral)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || '''Safety.''' I build so that harm may not come to myself and those I care about. (Any)<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Bond<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I once made a child very happy with an invention, I wish to do so again.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || My inventions are like family to me, so I protect them as best I can.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I seek to blend technology with magic, and create perfect harmony.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || My old workshop is now in ruins due to an accident, I will '''never''' make that mistake again.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || Anytime someone is hesitant or scared of my inventions I try to make them feel comfortable around them. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || All the profits i make from selling my inventions go to my old masters back home.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Flaw<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I enjoy my more dangerous inventions a little too much.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || Gold is the only thing that motivates me.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || The best inventions are the ones that harm others.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I always over analyze any and all situations.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || Explosions are adorable.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || One of my inventions horribly mangled someone influential, and they hunt me to this day.<br />
|}<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Backgrounds Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Background]]</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=Grandcaster,_Variant_(5e_Class)&diff=1819281Grandcaster, Variant (5e Class)2024-03-09T16:36:18Z<p>Marasmusine: reverting attempt to overpower this class</p>
<hr />
<div>== Grand Caster ==<br />
<br />
Brought back through ancient magical artifacts or beings of immense power, the casters of old bring their legend back to life. Their existence is quite different, as they do not originate from their history, but of the legend they garnered.<br />
<br />
=== Creating a Grand Caster ===<br />
<br />
;Quick Build<br />
You can make a Grand Caster quickly by following these suggestions. First, Intelligence should be your highest ability score followed by dexterity.<br />
<br />
{{5e Class Features<br />
|name=Grand Caster<br />
|summary=Brought back through ancient magical artifacts or beings of immense power, the casters of old bring their legend back to life. Their existence is quite different, as they do not originate from their history, but of the legend they garnered.<br />
|hd=10<br />
|armor=Light armor<br />
|weapons= simple and martial weapons, shields<br />
|tools=A set of tools of your choice<br />
|saves= Intelligence and Dexterity<br />
|skills= choose 4 from intelligence skills<br />
|item1a= one martial melee weapon<br />
|item1b= two simple melee weapons<br />
|item1c= <br />
|item2a= studded leather armor<br />
|item2b= <br />
|item2c=<br />
|item3a= longbow with 30 arrows<br />
|item3b= shortbow with 30 arrows<br />
|item3c= 2 hand crossbows with 60 bolts<br />
|item4a= diplomat's pack<br />
|item4b= dungeoneer's pack<br />
|item4c= explorer's pack<br />
|item5a=A set of tools of your choice<br />
|item5b=<br />
|item5c=<br />
|classfeatures1= {{inpage|Cantrips}}, {{inpage|Observant}}, {{inpage|Action Surge}} <br />
|classfeatures2= {{inpage|Fighting Style}}<br />
|classfeatures3= {{inpage|Spellcasting}}, {{inpage|Smart Versatility}}<br />
|classfeatures4= <br />
|classfeatures5= {{inpage|Extra Attack}}<br />
|classfeatures6= {{inpage|Ability Score Improvement}}<br />
|classfeatures7= {{inpage|High Speed Casting}}<br />
|classfeatures8= <br />
|classfeatures9= {{inpage|Rule Breaker}}<br />
|classfeatures10= {{inpage|Refining the Basics}}, {{inpage|Extra Attack}}(2)<br />
|classfeatures11= {{inpage|Magic Resistance}}<br />
|classfeatures12= <br />
|classfeatures13= {{inpage|Spirit of Knowledge}}(2)<br />
|classfeatures14= {{inpage|Talented Caster}} Feature<br />
|classfeatures15= {{inpage|Extra Attack}}(3)<br />
|classfeatures16= <br />
|classfeatures17= {{inpage|Action Surge}}(2)<br />
|classfeatures18= {{inpage|Collector}} Feature<br />
|classfeatures19= <br />
|classfeatures20= {{inpage|Ultimate Caster}} Feature<br />
<br />
|extrasonleft=2<br />
|extra1_name= Cantrips Known<br />
|extra1_1=3<br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=5<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=6<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=6<br />
|extra1_16=6<br />
|extra1_17=7<br />
|extra1_18=7<br />
|extra1_19=7<br />
|extra1_20=7<br />
|extra2_name= Spells Known<br />
|extra2_1=3<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=10<br />
|extra2_9=10<br />
|extra2_10=11<br />
|extra2_11=11<br />
|extra2_12=12<br />
|extra2_13=12<br />
|extra2_14=13<br />
|extra2_15=13<br />
|extra2_16=14<br />
|extra2_17=14<br />
|extra2_18=15<br />
|extra2_19=15<br />
|extra2_20=16<br />
}}<br />
<br />
==== Cantrips ====<br />
<br />
As a Grand Caster you have access to all Cantrips but can only know up to what your level dictates. Intelligence is your spell-casting modifier.<br />
<br />
;Spell and class feature save DC = 8 + your proficiency bonus + your Intelligence modifier<br />
;Spell attack modifier = your proficiency bonus + Intelligence modifier<br />
<br />
==== Action Surge ====<br />
<br />
At 1st level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a bonus action.<br />
<br />
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br />
<br />
==== Observant ====<br />
At 2nd level, you gain proficiency and advantage on perception and investigation checks.<br />
<br />
==== Fighting Style ====<br />
<br />
When you reach 2nd level you can choose which way you fight and thus gain a bonus to that way of fighting.<br />
<br />
;Archery<br />
<br />
You gain a +2 bonus to attack and damage rolls you make with ranged weapons.<br />
<br />
;Defence<br />
<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
<br />
When weilding a melee weapon in one hand and no other weapon, you gain a +2 bonus to damage rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
<br />
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.<br />
<br />
;Two-Weapon Fighting<br />
<br />
When you engage in two-weapon fighting, you may add your ability modifier to the damage of the second attack.<br />
<br />
==== Spellcasting ====<br />
At 3rd level, you immediately gain the spellcasting ability of a Wizard and Warlock, and can learn spells from Wizard and Warlock spell list. You do not need any material or vocal components to use these spells. You gain twice as many spell slots at the same levels as Wizards. You regain spell slots at the same rate as Warlocks. You also get your grimoire, you can write and copy spells into it, copying spells costs 10 gold, and 30 minutes to write.<br />
<br />
==== Smart Versatility ====<br />
At 3rd level, you add double your Intelligence modifier to your Armor Class, your hit points per level, your attack and damage rolls, and the Difficulty Class of your character spells.<br />
You can choose 2 intelligence skills and a tool and double the attribute bonus on them.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 6th, 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Extra Attack ====<br />
<br />
When you reach 5th level, and again at 10th and 15th, you can make an additional attack when you take the attack action.<br />
<br />
==== High Speed Casting ====<br />
At 7th level, you gain the ability to cast twice as many spells per turn as part of the same action (or bonus action).<br />
<br />
==== Rule Breaker ====<br />
<br />
At 9th level, You have been able to break past your limits. You gain +2 to your {{5a|Int}} and {{5a|Cha}} , your maximum {{5a|Int}} and {{5a|Cha}} increases by 4 (ex. 20 maximum becomes 24 maximum, no longer limited to 20.) Other magical means may possibly increase this maximum further.<br />
<br />
==== Spirit of Knowledge ====<br />
<br />
When you reach 9th level, if you fail a saving throw you can choose to succeed once, regaining all uses at the end of a long rest. At level 13, your maximum number of charges increases to 2.<br />
<br />
==== Refining the Basics ====<br />
<br />
Starting 10th level, your cantrips deal an additional 1d10 damage if they deal damage.<br />
<br />
This damage increases by an additional 1d10 damage at level 18.<br />
<br />
==== Magic Resistance ====<br />
At 12th level, you gain the ultimate magic defense. You gain advantage on all Saving Throws against magic and you get to roll 3 times for that advantage.<br />
<br />
==== Talented Caster ==== <br />
<br />
At 14th level, you have become such a Talented Caster, having learned how to refine your abilities like none other. You may pick one of the following aspects;<br />
<br />
•Arcane Tradition<br />
You have studied long and hard, and gain the power of a Wizard of your level. Pick an Arcane Tradition from the list of Wizard Arcane Traditions, you instantly gain all the abilities of the chosen Tradition.<br />
<br />
• Shapeshifter<br />
You gain the ability of a shapeshifter. You gain the [[True Polymorph (5e Spell)]] and can cast it without using a spell slot twice, regaining use at the end of a long rest.<br />
<br />
<br />
Once you have chosen your Caster Talent Aspect, you may not change it.<br />
<br />
==== Collector ====<br />
At 18th level, you have immense skill at finding rare things. When searching if you find a magical item make a investigation check against a DC the DM creates if you pass you find a extra magic item. The DM then rolls a percentile die to determine the rarity of the item using the following chart.<br />
<br />
1= artifact,<br />
2= legendary,<br />
3-5= very rare,<br />
6-9= rare,<br />
10-14= uncommon,<br />
15-20= common.<br />
<br />
==== Ultimate Caster ====<br />
At 20th level you are able to improve your spells and use each of the effects below once a day.<br />
<br />
•You can ignore any limitations your magic has for maximum effect.<br />
<br />
•You can ignore the dice roll and choose the maximum result (or minimum in the case of a saving throw against DC).<br />
<br />
=== Multiclassing ===<br />
;Prerequisites. <br />
To qualify for multiclassing into the Grand Caster class, you must meet these prerequisites: Intelligence 14, Dexterity 14<br />
<br />
;Proficiencies. <br />
When you multiclass into the Grand Caster class, you gain the following proficiencies: choose 2 from intelligence skills<br />
<br />
<vote type=1 /><br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Paladin Tag]]<br />
[[Category:Wizard Tag]]<br />
[[Category:5e Class Mashup]]</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=Alchemist_(5e_Background)&diff=1819279Alchemist (5e Background)2024-03-09T16:35:33Z<p>Marasmusine: reverting attempt to make this more powerful than it should be</p>
<hr />
<div><br />
<br />
== Alchemist== <br />
You have worked in a town or a city as an Alchemist. Maybe working for the ruler of the settlement or for yourself trying to earn a living. Working with chemicals and potions has given you a large array of knowledge of how to make such concoctions. Using these skills you can make potions, deadly poisons, or primitive explosives (if your DM allows it). <br />
<br />
'''Skill Proficiencies:''' Arcana and Survival <br />
<br />
'''Tool Proficiencies:''' Alchemist's Supplies <br />
<br />
'''Languages:''' One language of your choice<br />
<br />
'''Equipment:''' Alchemist's Supplies, 1d4+2 Books on Alchemical Formula, common clothes, and a belt pouch with 8 gp <br />
===Feature: Experimenter=== <br />
Based on your previous experiments, you can easily identify the uses of any component you acquire after examining it with your alchemist's supplies during a long rest.<br />
<br />
===Suggested Characteristics===<br />
Alchemists pride themselves on making more effective concoctions, you will always strive and spend your spare time trying to make yours more effective.<br />
<br />
{| class="5e" style="text-align: left;"<br />
! '''d8''' || '''Personality Trait'''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I have an insatiable thirst for knowledge.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I've been called a tad bit crazy.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I'm not the best around other people.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I refuse to lead, I'm more of a follower.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I will not follow, only lead.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I will not let others think me a fool.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || I will do anything for more research.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || I don't like being looked at.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! '''d6''' || '''Ideal'''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || '''Goodwill.''' If you don't use your knowledge to help others, then why do you even have it? (Good)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || '''Money.''' I don't care what I'm being told to do; if you can pay, I can do it. (Neutral)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || '''Power.''' I got into the trade for one reason; the feeling of the foolish being destroyed by my concoctions. (Evil)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || '''Ethics.''' There are certain lines that science was never meant to cross. (Lawful)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || '''Freedom.''' Laws restrict and corrupt the pure, free-flowing fount of knowledge. (Chaotic)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || '''Knowledge.''' I simply want to unlock the secrets of chemicals and how they work. It's a passion of mine. (Any.)<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! '''d6''' || '''Bond'''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || My family is impoverished, and I send money I make from my work back to them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I never forget the faces of my customers, and consider them to be friends.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I have a rival who is a greater alchemist than I. I constantly seek to best them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || My notes on my greatest discovery were stolen, and I must find them before they fall into the wrong hands.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I have a great interest in teaching, and am constantly seeking out new students.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || The one who taught me my trade still lives; I respect them above all else, and will defend them to the death if they require it.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! '''d6''' || '''Flaw'''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || My creations have been used for unspeakable evils. I can never forgive myself.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || All of my work with my chemicals may or may not have ever so slightly addled my mind a tiny bit.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || Ever since I got this job, I've been suffering from violent, destructive intrusive thoughts.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I've developed an addiction to one of my substances, and I need to make it whenever possible.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I have severe chemical burns from working on a chemical that required use of (X component here). I refuse to work with it, and have a phobia of it.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I don't do well in groups, and will go off on my own without asking others first.<br />
|}<br />
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----<br />
{{5e Backgrounds Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Background]]</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=Halfling_Half_Gnome_(5e_Subrace)&diff=1819277Halfling Half Gnome (5e Subrace)2024-03-09T16:34:19Z<p>Marasmusine: needsbalance</p>
<hr />
<div>{{needsbalance|Doesn't explain if this is a halfling subrace or a gnome subrace; doesn't explain what "upgrade and create machines and constructs" means: if I've got a +4 Intelligence modifier can I instantly create 4 iron golems? What are "craftsman tools", are they like artisan's tools?}}<br />
===<!--Race--> Subrace===<br />
<div class="externalimage-holder" style="width:30%;float:right"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
</div><br />
<!--Description--><br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|int}} score increases by 2<!-- Replace "[str/dex/con/wis/int/cha]" with the subraces ability score increase.--><br />
|trait1=engineer<br />
|description1=You gain proficiency in 2 types of Craftsman tools of your choice<br />
|trait2=inventor<br />
|description2=You can upgrade and create machines and constructs, you can do this a number of times equal to your intelligence modifier<br />
<!--etc, up to 5 traits--><br />
}}<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
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{{5e Subrace Breadcrumb}}<br />
[[Category:<!--Halfling--> Tag]]<br />
[[Category:5e]]<br />
[[Category:Subrace]]<br />
[[Category:User]]</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=Path_of_Ragnar%C3%B6k_(5e_Subclass)&diff=1819273Path of Ragnarök (5e Subclass)2024-03-09T16:32:22Z<p>Marasmusine: needsbalance</p>
<hr />
<div>{{needsbalance|Off to a fantastic start with resistance to all damage at 3rd level and damage immunity at 6th level. Then... uh... rapid and unlimited "physical" and "mental" "attribute" increases? Some of the terms used below are D&D terms and others seem to be from some other game? ("stackable temporary health", "temporary life", "check cd"?). This needs... a _lot_ of work to be usable}}<br />
{|===Path of Ragnarök===<br />
''{{quote<br />
|When he was seen on the battlefield, his enemies could do nothing but run from his presence, not even Ragnarök was able to stop him.<br />
|orig=Entry in the chronicles of the northern tribes<br />
|src=<!--The source of the quote (manuscript, book, etc)--><br />
}}''<br />
<br />
The path of Ragnarök can only be walked by good warriors chosen and blessed by Odin himself to prepare and fight in Ragnarök, these warriors cannot die or be killed before Ragnarök.<br />
<br />
;Blessed Body<br />
Starting at 3th level, your god-blessed body and mind provide you with great Resistance. You have resistance to all types of damage. (At 6th level, physical damage does not affect you and spells become less effective, you have advantage on checks against spells.)<br />
Your body and mind can also grow without limits. For every 30 minutes of consecutive training, you increase a physical attribute of your choice by 1 and for every 30 minutes of meditation you increase a mental attribute by 1.<br />
<br />
<br />
;Animal Companion<br />
From 3rd level onwards, you become able to bond with an animal companion who will follow you to the halls of Valhalla, to do this you must perform an animal handling check cd: the creature's challenge rating. You can connect to a number of animals equal to your Wisdom modifier, up to a maximum of 5, and while you are connected to an animal, you receive the following benefits:<br />
*You see through the senses of your companions<br />
*While you are alive they cannot die or be killed unless you break the bond<br />
*You can use your bonus action to assume the full or hybrid form of one of your companions, in doing so you gain temporary health equal to the companion's maximum health and gain all of their abilities in full form or half of their abilities in hybrid form (while transforms, the attributes that are higher will continue), the transformation lasts 8 hours or until you interrupt it<br />
<br />
<br />
;God's Fury<br />
From the 6th level onwards, when you go on a rampage, you are blessed by the all gods, each god grants you a blessing.<br />
*Odin: You gain truesight and advantage on wisdom checks and you can use magic even when you are in a rage.<br />
*Thor: A cloak of lightning covers your body giving you a damage bonus equal to your character level.<br />
*Loki: You gain Immunity to charm and advantage on Charisma tests.<br />
*Hel: Your attacks ignore Immunities.<br />
*Tyr: You gain temporary life equal to your level multiplied by your constitution modifier<br />
<br />
<br />
;Relentless<br />
Starting at 10th level, your fury becomes relentless, you gain the following benefits<br />
*Your fury is relentless, your resistances cannot be reduced or ignored<br />
*When your health is reduced to 20% of your maximum health, you gain stackable temporary health equal to 50% of your maximum health; after this feature is active, it cannot be active again until a short rest<br />
<br />
<br />
;Son of Yggdrasil<br />
Starting at 14th level, you are bathed in the power of Yggdrasil, your body and soul are bathed in the divine magic of the tree of worlds, and you gain the following benefits:<br />
*All your attributes are doubled<br />
*Your maximum health is doubled<br />
*Your skills and features are divine and unique so you can use them<br />
*You gain wizard spellcasting, you can learn any spell and your spellcasting attribute is Wisdom<br />
*Enemies with inferior wisdom than yours feel fear and tremble before your presence and your name<br />
<br />
<br />
|}<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Barbarian]]</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=2_Thousand_Pound_Bear_(5e_Feat)&diff=18192672 Thousand Pound Bear (5e Feat)2024-03-09T16:19:41Z<p>Marasmusine: reinstating needsbalance template</p>
<hr />
<div>{{needsbalance|See talk page}}<br />
{{5e Feat<br />
|name=2 Thousand Pound Bear<br />
|prereqs= {{5e|hit dice|Hit Dice}} d10 or d12 {{5a|con}} 18<br />
|benefit=You trained to the physical and mental limit of mortals, thanks to this you broke your physical and mental limiter and became a True Battle Lord. You receive the following benefits:<br />
<br />
*Your resistances and Immunities cannot be ignored or reduced.<br />
<br />
*Your hit point maximum increases by an amount equal to your level, and it increases by 2 every time you gain a level.<br />
<br />
*Anytime you come under the effect of exhaustion you can treat it as one level less than it actually is.<br />
<br />
*You cannot be pushed or moved.<br />
<br />
*You add your {{5a|con}} bonus to your attack and damage rolls<br />
<br />
}}<br />
<br />
<vote type=1/><br />
----<br />
{{5e Feats Breadcrumb}}<br />
[[Category:Combat Feat]]</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=Talk:2_Thousand_Pound_Bear_(5e_Feat)&diff=1819266Talk:2 Thousand Pound Bear (5e Feat)2024-03-09T16:18:14Z<p>Marasmusine: </p>
<hr />
<div>This page so badly misunderstands what a feat is, that I wonder if we should just propose it for deletion. The general idea is that the PC has more hit points and is tougher in different mechanical ways, but all this has already been done in lots of different ways in both official and homebrew feats. I can't think of any conceivable way that this can be adjusted in a way that is useful. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 11:26, 16 February 2024 (MST)<br />
<br />
The goal was to make the character more resistant, I hope the change will serve to maintain its function and balance. --[[User:Mr. Knight|Mr. Knight]] ([[User talk:Mr. Knight|talk]])<br />
<br />
Is better like that now? --[[User:Mr. Knight|Mr. Knight]] ([[User talk:Mr. Knight|talk]])<br />
<br />
:Considering that just _one_ of the five features (the hit point increase) is a duplicate of a whole Feat in the Player's Handbook (Tough), I'd say we're still way off from being balanced. Also, prerequisites in 5e are not gatekeepers like they were in 3rd edition. They're mostly used now just to make sure a feat is actually useful for the player (for example, Constitution 13+ ensures you have at least a +1 modifier). [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 09:18, 9 March 2024 (MST)</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=Yamato_(5e_Equipment)&diff=1816289Yamato (5e Equipment)2024-02-29T17:20:06Z<p>Marasmusine: </p>
<hr />
<div>{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=Yamato<br />
|type=Weapon<br />
|subtype={{5g|longsword}}<br />
|rarity=legendary<br />
|attunement=requires attunement<br />
|description=''Yamato'' is a large katana with a dark-forged blade, longer than the Japanese blade, with a gold guard. The Tsuka ("handle") has the traditional gold wrapping, with black ornaments, and the Tsuba ("guard") is octagonal. The blade features several intricate ornaments, most notable is a relief of a dragon at the endpoint of the hilt. The scabbard is black, made of traditional lacquered wood, and features several metallic ornaments on its far end. It also features a golden sageo, the cord used to tie the katana to the waist. Previously used by the Great Demon Champion Sparda, the blade was used to seal away the Demon world from the Human world.<br />
<br />
You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deals an additional 1d4 necrotic damage on a hit. If you have not taken damage since the end of your last turn, you gain an additional +2 bonus to attack and damage rolls.<br />
<br />
'''''Judgement Cut.''''' When you make an attack with ''Yamato'', you can instead make a ranged weapon attack against a target within 120 feet of you. On a hit, you deal 3d6 force damage. When you make this attack and roll a 20 on the attack roll, each other creature of your choice within 15 feet of the target takes the same amount of damage as the original target.<br />
<br />
'''''Summoned Swords.''''' As an action, you summon a floating glowing blue sword made of energy and fire it at a creature or location. Make a ranged weapon attack against a creature within 30 feet. On a hit, you can choose to either teleport to an empty space within 5 feet of the target or to teleport that creature to an empty space on the ground within 5 feet of you.<br />
}}<br />
|<br />
<br />
|}<br />
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----<br />
{{5e Equipment Breadcrumb}} &rarr; [[5e Magic Weapons|Weapon]][[Category:User]]<br />
{{Copyright Disclaimer|owner=Capcom|franchise=Devil May Cry}}</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=Phantom_Scythe_(5e_Equipment)&diff=1810065Phantom Scythe (5e Equipment)2024-02-16T19:00:00Z<p>Marasmusine: </p>
<hr />
<div><br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=Phantom Scythe<br />
|type=Weapon<br />
|subtype=[[Scythe (5e Equipment)|Scythe]]<br />
|rarity=<!--item rarity such as rare-->requies attunement<br />
|tier=<!--minor or major (XGtE p. 135) or leave this blank--><br />
|attunement=yes<br />
|description=A wave of mist shimmers around the pitch-black scythe, the only light reflecting off the crimson blood of your fallen enemies. <br />
<br />
The phantom scythe has 5 charges and recovers 1d4 + 1 charges daily at dusk. If a vial of holy water is splashed on the scythe, it is destroyed.<br />
<br />
'''''The Bells of Fate.''''' While you wield this magic weapon, you can cast the ''[[Toll the Dead (5e Spell)|toll the dead]]'' cantrip.<br />
<br />
'''''Blackened Vision''''' When you hit a creature with the phantom sycthe, you can expend 2 charges to attempt to blind the target. The target must make a DC 15 Constitution saving throw. On a failed save, they are blinded for 1 minute. At the end of each of its turns, the target repeat the Constitution saving throw. On a success, the effect ends.<br />
<br />
'''''Slashes of the Dark Matter''''' While you wield the phantom scythe, you can use your action and expend 2 charges to create four orbs of dark matter. Each orb hits a creature of your choice within 120 feet, dealing 1d4+1 necrotic damage. The orbs all strike simultaneously, and you can direct them to hit one creature or several.<br />
<br />
'''''Phantom Transformation''''' While you wield the phantom scythe, you can use your action and spend 3 charges to become incorporeal for 1 minute. While incorporeal you can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object. The effect ends early if you dismiss it on your turn (no action required) or you are no longer wielding the scythe.<br />
<br />
}}<br />
{{5e Image|float:right|<!--link to an image-->|<!--image caption-->}}<br />
|}<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Equipment Breadcrumb}} &rarr; [[5e Magical Weapons|Magic Weapons]]<br />
[[Category:User]]</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=Talk:Phantom_Scythe_(5e_Equipment)&diff=1810064Talk:Phantom Scythe (5e Equipment)2024-02-16T18:59:12Z<p>Marasmusine: Created page with "I removed the idea of the scythe turning you _into_ a phantom. In D&D lore, a phantom is something that is "quasi-real", I'm not sure if that makes sense for a PC, who is 100%..."</p>
<hr />
<div>I removed the idea of the scythe turning you _into_ a phantom. In D&D lore, a phantom is something that is "quasi-real", I'm not sure if that makes sense for a PC, who is 100% real; furthermore the statblock is hosted off-site in third-party material. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 11:59, 16 February 2024 (MST)</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=Phantom_Scythe_(5e_Equipment)&diff=1810062Phantom Scythe (5e Equipment)2024-02-16T18:56:02Z<p>Marasmusine: Weird snippet from the original revision, may as well include it.</p>
<hr />
<div><br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=Phantom Scythe<br />
|type=Weapon<br />
|subtype=[[Scythe (5e Equipment)|Scythe]]<br />
|rarity=<!--item rarity such as rare-->Rare<br />
|tier=<!--minor or major (XGtE p. 135) or leave this blank--><br />
|attunement=yes<br />
|description=A wave of mist shimmers around the pitch-black scythe, the only light reflecting off the crimson blood of your fallen enemies. <br />
<br />
The phantom scythe has 5 charges and recovers 1d4 + 1 charges daily at dusk. If a vial of holy water is splashed on the scythe, it is destroyed.<br />
<br />
'''''The Bells of Fate.''''' While you wield this magic weapon, you can cast the ''[[Toll the Dead (5e Spell)|toll the dead]]'' cantrip.<br />
<br />
'''''Blackened Vision''''' When you hit a creature with the phantom sycthe, you can expend 2 charges to attempt to blind the target. The target must make a DC 15 Constitution saving throw. On a failed save, they are blinded for 1 minute. At the end of each of its turns, the target repeat the Constitution saving throw. On a success, the effect ends.<br />
<br />
'''''Slashes of the Dark Matter''''' While you wield the phantom scythe, you can use your action and expend 2 charges to create four orbs of dark matter. Each orb hits a creature of your choice within 120 feet, dealing 1d4+1 necrotic damage. The orbs all strike simultaneously, and you can direct them to hit one creature or several.<br />
<br />
'''''Phantom Transformation''''' While you wield the phantom scythe, you can use your action and spend 3 charges to become incorporeal for 1 minute. While incorporeal you can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object. The effect ends early if you dismiss it on your turn (no action required) or you are no longer wielding the scythe.<br />
<br />
}}<br />
{{5e Image|float:right|<!--link to an image-->|<!--image caption-->}}<br />
|}<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Equipment Breadcrumb}} &rarr; [[5e Magical Weapons|Magic Weapons]]<br />
[[Category:User]]</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=Phantom_Scythe_(5e_Equipment)&diff=1810060Phantom Scythe (5e Equipment)2024-02-16T18:53:47Z<p>Marasmusine: This is just the WORST weapon choice for a rogue, who cannot get their sneak attack bonus with it.</p>
<hr />
<div><br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=Phantom Scythe<br />
|type=Weapon<br />
|subtype=[[Scythe (5e Equipment)|Scythe]]<br />
|rarity=<!--item rarity such as rare-->Rare<br />
|tier=<!--minor or major (XGtE p. 135) or leave this blank--><br />
|attunement=yes<br />
|description=A wave of mist shimmers around the pitch-black scythe, the only light reflecting off the crimson blood of your fallen enemies. <br />
<br />
The phantom scythe has 5 charges and recovers 1d4 + 1 charges daily at dusk.<br />
<br />
'''''The Bells of Fate.''''' While you wield this magic weapon, you can cast the ''[[Toll the Dead (5e Spell)|toll the dead]]'' cantrip.<br />
<br />
'''''Blackened Vision''''' When you hit a creature with the phantom sycthe, you can expend 2 charges to attempt to blind the target. The target must make a DC 15 Constitution saving throw. On a failed save, they are blinded for 1 minute. At the end of each of its turns, the target repeat the Constitution saving throw. On a success, the effect ends.<br />
<br />
'''''Slashes of the Dark Matter''''' While you wield the phantom scythe, you can use your action and expend 2 charges to create four orbs of dark matter. Each orb hits a creature of your choice within 120 feet, dealing 1d4+1 necrotic damage. The orbs all strike simultaneously, and you can direct them to hit one creature or several.<br />
<br />
'''''Phantom Transformation''''' While you wield the phantom scythe, you can use your action and spend 3 charges to become incorporeal for 1 minute. While incorporeal you can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object. The effect ends early if you dismiss it on your turn (no action required) or you are no longer wielding the scythe.<br />
<br />
}}<br />
{{5e Image|float:right|<!--link to an image-->|<!--image caption-->}}<br />
|}<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Equipment Breadcrumb}} &rarr; [[5e Magical Weapons|Magic Weapons]]<br />
[[Category:User]]</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=Phantom_Scythe_(5e_Equipment)&diff=1810058Phantom Scythe (5e Equipment)2024-02-16T18:52:09Z<p>Marasmusine: </p>
<hr />
<div><br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=Phantom Scythe<br />
|type=Weapon<br />
|subtype=Scythe<br />
|rarity=<!--item rarity such as rare-->Rare<br />
|tier=<!--minor or major (XGtE p. 135) or leave this blank--><br />
|attunement=requires attunement by a rouge<br />
|description=A wave of mist shimmers around the pitch-black scythe, the only light reflecting off the crimson blood of your fallen enemies. <br />
<br />
The phantom scythe has 5 charges and recovers 1d4 + 1 charges daily at dusk.<br />
<br />
'''''The Bells of Fate.''''' While you wield this magic weapon, you can cast the ''[[Toll the Dead (5e Spell)|toll the dead]]'' cantrip.<br />
<br />
'''''Blackened Vision''''' When you hit a creature with the phantom sycthe, you can expend 2 charges to attempt to blind the target. The target must make a DC 15 Constitution saving throw. On a failed save, they are blinded for 1 minute. At the end of each of its turns, the target repeat the Constitution saving throw. On a success, the effect ends.<br />
<br />
'''''Slashes of the Dark Matter''''' While you wield the phantom scythe, you can use your action and expend 2 charges to create four orbs of dark matter. Each orb hits a creature of your choice within 120 feet, dealing 1d4+1 necrotic damage. The orbs all strike simultaneously, and you can direct them to hit one creature or several.<br />
<br />
'''''Phantom Transformation''''' While you wield the phantom scythe, you can use your action and spend 3 charges to become incorporeal for 1 minute. While incorporeal you can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object. The effect ends early if you dismiss it on your turn (no action required) or you are no longer wielding the scythe.<br />
<br />
}}<br />
{{5e Image|float:right|<!--link to an image-->|<!--image caption-->}}<br />
|}<br />
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{{5e Equipment Breadcrumb}} &rarr; [[5e Magical Weapons|Magic Weapons]]<br />
[[Category:User]]</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=Phantom_Scythe_(5e_Equipment)&diff=1810052Phantom Scythe (5e Equipment)2024-02-16T18:42:13Z<p>Marasmusine: </p>
<hr />
<div><br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=Phantom Scythe<br />
|type=Weapon<br />
|subtype=Scythe<br />
|rarity=<!--item rarity such as rare-->Rare<br />
|tier=<!--minor or major (XGtE p. 135) or leave this blank--><br />
|attunement=requires attunement by a rouge<br />
|description=A wave of mist shimmers around the pitch-black scythe, the only light reflecting off the crimson blood of your fallen enemies. <br />
<br />
The phantom scythe has 7 charges and recovers 1d6 + 1 charges daily at dusk.<br />
<br />
'''''The Bells of Fate.''''' While you wield this magic weapon, you can cast the ''[[Toll the Dead (5e Spell)|toll the dead]]'' cantrip.<br />
<br />
'''''Blackened Vision''''' When you hit a creature with the phantom sycthe, you can expend 2 charges to attempt to blind the target. The target must make a DC 15 Constitution saving throw. On a failed save, they are blinded for 1 minute. At the end of each of its turns, the target repeat the Constitution saving throw. On a success, the effect ends.<br />
<br />
'''''Slashes of the Dark Matter''''' While you wield the phantom scythe, you can use your action and expend 2 charges to create four orbs of dark matter. Each orb hits a creature of your choice within 120 feet, dealing 1d4+1 necrotic damage. The orbs all strike simultaneously, and you can direct them to hit one creature or several.<br />
<br />
'''''phantom transformation''''' To do this ability you must slit your arm open with the scythe(1d6 slashing damage to self) while muttering the words "cast a shadow upon my visible body" and you turn into a [https://www.5esrd.com/database/creature/phantom/ Phantom] (see the phantom stats) for 1d6+1 rounds or when you drop to zero hit points you turn back into your form of existence.(1 time a day and recharged every dawn)<br />
<br />
}}<br />
{{5e Image|float:right|<!--link to an image-->|<!--image caption-->}}<br />
|}<br />
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{{5e Equipment Breadcrumb}} &rarr; [[5e Magical Weapons|Magic Weapons]]<br />
[[Category:User]]</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=Phantom_Scythe_(5e_Equipment)&diff=1810044Phantom Scythe (5e Equipment)2024-02-16T18:31:45Z<p>Marasmusine: Lets start by delinking this from whatever that class is.</p>
<hr />
<div><br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=Phantom Scythe<br />
|type=Weapon<br />
|subtype=Scythe<br />
|rarity=<!--item rarity such as rare-->Rare<br />
|tier=<!--minor or major (XGtE p. 135) or leave this blank--><br />
|attunement=requires attunement by a rouge<br />
|description=A wave of mist shimmers around the pitch-black scythe, the only light reflecting off the crimson blood of your fallen enemies.<br />
<br />
'''''The Bells of Fate.''''' While you wield this magic weapon, you can cast the ''[[Toll the Dead (5e Spell)|toll the dead]]'' cantrip.<br />
<br />
'''''Blacked Vision''''' As a bonus action, you cloud the vision of a creature 30 ft of you, the targeted creature must make a DC 16 {{5e|wisdom}} saving throw on a fail, the creature is {{5e|blinded}} as it sees darkness for 5 rounds, on a success, the target is not affected by the darkness but does not see where the darkness was casted and might roll for a perception check.(DM choice)(2 times a day and recharges every dawn)<br />
<br />
This side is based on non phantom rouge.<br />
<br />
'''''Slashes of the dark matter''''' This ability allows you to slash air and turn it into 4 orb of dark matter and this kinda works like magic missile, it will track the targeted creatures and deal 2d4 necrotic damage each targeted creatures must roll a dexterity check to whatever their spell save is on a success they deal half damage full on a fail.(2 times a day and recharged every dawn)<br />
<br />
'''''phantom transformation''''' To do this ability you must slit your arm open with the scythe(1d6 slashing damage to self) while muttering the words "cast a shadow upon my visible body" and you turn into a [https://www.5esrd.com/database/creature/phantom/ Phantom] (see the phantom stats) for 1d6+1 rounds or when you drop to zero hit points you turn back into your form of existence.(1 time a day and recharged every dawn)<br />
<br />
}}<br />
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|}<br />
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{{5e Equipment Breadcrumb}} &rarr; [[5e Magical Weapons|Magic Weapons]]<br />
[[Category:User]]</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=2_Thousand_Pound_Bear_(5e_Feat)&diff=18100392 Thousand Pound Bear (5e Feat)2024-02-16T18:26:39Z<p>Marasmusine: prod</p>
<hr />
<div>{{needsbalance|5e doesn't have whatever "frailty" is. The other parts of this sound like they're supposed to be balanced against the prereqs? Honestly, given how it sounds, this makes more sense as a boon.}}<br />
{{delete|11:26, 16 February 2024 (MST)|See talk page}}<br />
{{5e Feat<br />
|name=2 Thousand Pound Bear<br />
|prereqs={{5a|str}} 20, {{5a|con}} 20 and {{5a|wis}} 20<br />
|benefit=You trained to the physical and mental limit of mortals, thanks to this you broke your physical and mental limiter and became a True Battle Lord. You receive the following benefits:<br />
*Your hit die is doubled<br />
*Your resistances and Immunities cannot be ignored or reduced and you are immune to frailty<br />
*You are immune to exhaustion conditions and Incapacitated<br />
*Your hit points increase by an amount equal to your Constitution bonus multiplied by your level<br />
*You add your {{5a|con}} bonus to your attack and damage rolls<br />
<br />
}}<br />
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[[Category:Combat Feat]]</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=Talk:2_Thousand_Pound_Bear_(5e_Feat)&diff=1810038Talk:2 Thousand Pound Bear (5e Feat)2024-02-16T18:26:18Z<p>Marasmusine: Created page with "This page so badly misunderstands what a feat is, that I wonder if we should just propose it for deletion. The general idea is that the PC has more hit points and is tougher i..."</p>
<hr />
<div>This page so badly misunderstands what a feat is, that I wonder if we should just propose it for deletion. The general idea is that the PC has more hit points and is tougher in different mechanical ways, but all this has already been done in lots of different ways in both official and homebrew feats. I can't think of any conceivable way that this can be adjusted in a way that is useful. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 11:26, 16 February 2024 (MST)</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=EXP_Loader_(5e_Creature)&diff=1809067EXP Loader (5e Creature)2024-02-13T11:20:51Z<p>Marasmusine: stub</p>
<hr />
<div>{{Copyright Disclaimer|owner=2K Games|franchise=Borderlands}}<br />
{{stub|No description}}<br />
==EXP Loader==<br />
{{5e Creature<br />
|size=Medium<br />
|type=construct<br />
|alignment=unaligned<br />
|ac=16<br />
|armor=natural armor<br />
|hd=8<br />
|speed=30 ft.<br />
|str=13<br />
|dex=20<br />
|con=8<br />
|int=18<br />
|wis=5<br />
|cha=5<br />
|strsave=yes<br />
|di=poison, Necrotic<br />
|ci={{5c|Charmed}}, {{5c|Exhaustion}}, {{5c|Frightened}}, {{5c|Paralyzed}}, {{5c|Petrified}}, {{5c|Poisoned}}<br />
|dv=acid<br />
|languages=Robotic<br />
|cr=1/2<br />
|proficiency=+2<br />
|features=<br />
'''''Weak Joints.''''' when the EXP loader is hit with a critical hit, the loader gets knocked prone, and cannot use an action to stand up.<br />
|actions=<br />
'''''Detonate.''''' The EXP loader drops to 0 hit points. Each creature in a 10-foot radius sphere centered on the must succeed on a DC 14 {{5a|dex}} {{5g|Saving Throw}} or take 14 (2d10 + 4) piercing damage.<br />
<br />
|description=<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<!--Description of creature, tactics, lore, etc--><br />
|urban=yes<br />
}}<br />
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[[Category:User]]</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=EXP_Loader_(5e_Creature)&diff=1809066EXP Loader (5e Creature)2024-02-13T11:20:35Z<p>Marasmusine: </p>
<hr />
<div>{{Copyright Disclaimer|owner=2K Games|franchise=Borderlands}}<br />
==EXP Loader==<br />
{{5e Creature<br />
|size=Medium<br />
|type=construct<br />
|alignment=unaligned<br />
|ac=16<br />
|armor=natural armor<br />
|hd=8<br />
|speed=30 ft.<br />
|str=13<br />
|dex=20<br />
|con=8<br />
|int=18<br />
|wis=5<br />
|cha=5<br />
|strsave=yes<br />
|di=poison, Necrotic<br />
|ci={{5c|Charmed}}, {{5c|Exhaustion}}, {{5c|Frightened}}, {{5c|Paralyzed}}, {{5c|Petrified}}, {{5c|Poisoned}}<br />
|dv=acid<br />
|languages=Robotic<br />
|cr=1/2<br />
|proficiency=+2<br />
|features=<br />
'''''Weak Joints.''''' when the EXP loader is hit with a critical hit, the loader gets knocked prone, and cannot use an action to stand up.<br />
|actions=<br />
'''''Detonate.''''' The EXP loader drops to 0 hit points. Each creature in a 10-foot radius sphere centered on the must succeed on a DC 14 {{5a|dex}} {{5g|Saving Throw}} or take 14 (2d10 + 4) piercing damage.<br />
<br />
|description=<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<!--Description of creature, tactics, lore, etc--><br />
|urban=yes<br />
}}<br />
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[[Category:User]]</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=GUN_Loader_(5e_Creature)&diff=1809064GUN Loader (5e Creature)2024-02-13T11:14:42Z<p>Marasmusine: Adding stub</p>
<hr />
<div>{{Copyright Disclaimer|owner=2K Games|franchise=Borderlands}}<br />
{{stub|No description}}<br />
{{needsbalance|"force" damage is pure magical damage; a grenade would not do this. It would most likely be piercing for a frag grenade - also why is it a ranged attack instead of an explosion? AC 10 does not seem appropriate for something made out of metal ''or'' something with a Dexterity of 18 (surely AC 14 at a _minimum_). "Reinforcements" is not a feature, this should just go in general information to describe the monster's behaviour. If you must have it, it would be a Reaction, per the Shrieker}} <br />
==GUN Loader==<br />
{{5e Creature<br />
|size=Medium<br />
|type=construct<br />
|alignment=unaligned<br />
|ac=10<br />
|armor=natural armor<br />
|hd=8<br />
|speed=30 ft.<br />
|str=18<br />
|dex=18<br />
|con=8<br />
|int=18<br />
|wis=5<br />
|cha=5<br />
|strsave=yes<br />
|di=poison, Necrotic<br />
|ci={{5c|Charmed}}, {{5c|Exhaustion}}, {{5c|Frightened}}, {{5c|Paralyzed}}, {{5c|Petrified}}, {{5c|Poisoned}}<br />
|dv=acid<br />
|languages=Robotic<br />
|cr=1<br />
|proficiency=+2<br />
|features=<br />
'''''Reinforcements.''''' When the GUN loader drops below half help, it calls for more help from any nearby(300 ft) Surveyors or loaders.<br />
<br />
'''''Weak Joints.''''' when the GUN loader is hit with a critical hit, the loader gets knocked prone, and cannot use an action to stand up.<br />
|actions=<br />
'''''Gun.''' Ranged Weapon Attack:'' +4 to hit, range 60/120 ft., one target. ''Hit:'' 7 (1d6 + 4) piercing damage. the GUN loader must use a bonus action to reload the gun.<br />
<br />
'''''Grenade.''' Ranged Weapon Attack:'' +4 to hit, range 30/60 ft., one target. ''Hit:'' 10 (1d12 + 4) force damage.<br />
<br />
|description=<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<!--Description of creature, tactics, lore, etc--><br />
|urban=yes<br />
}}<br />
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[[Category:User]]</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=GUN_Loader_(5e_Creature)&diff=1809063GUN Loader (5e Creature)2024-02-13T11:08:57Z<p>Marasmusine: removing skills and Int save</p>
<hr />
<div>{{Copyright Disclaimer|owner=2K Games|franchise=Borderlands}}<br />
==GUN Loader==<br />
{{5e Creature<br />
|size=Medium<br />
|type=construct<br />
|alignment=unaligned<br />
|ac=10<br />
|armor=natural armor<br />
|hd=8<br />
|speed=30 ft.<br />
|str=18<br />
|dex=18<br />
|con=8<br />
|int=18<br />
|wis=5<br />
|cha=5<br />
|strsave=yes<br />
|di=poison, Necrotic<br />
|ci={{5c|Charmed}}, {{5c|Exhaustion}}, {{5c|Frightened}}, {{5c|Paralyzed}}, {{5c|Petrified}}, {{5c|Poisoned}}<br />
|dv=acid<br />
|languages=Robotic<br />
|cr=1<br />
|proficiency=+2<br />
|features=<br />
'''''Reinforcements.''''' When the GUN loader drops below half help, it calls for more help from any nearby(300 ft) Surveyors or loaders.<br />
<br />
'''''Weak Joints.''''' when the GUN loader is hit with a critical hit, the loader gets knocked prone, and cannot use an action to stand up.<br />
|actions=<br />
'''''Gun.''' Ranged Weapon Attack:'' +4 to hit, range 60/120 ft., one target. ''Hit:'' 7 (1d6 + 4) piercing damage. the GUN loader must use a bonus action to reload the gun.<br />
<br />
'''''Grenade.''' Ranged Weapon Attack:'' +4 to hit, range 30/60 ft., one target. ''Hit:'' 10 (1d12 + 4) force damage.<br />
<br />
|description=<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<!--Description of creature, tactics, lore, etc--><br />
|urban=yes<br />
}}<br />
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[[Category:User]]</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=CatNap_(5e_Creature)&diff=1809061CatNap (5e Creature)2024-02-13T10:43:24Z<p>Marasmusine: needsbalance. I removed some excess skills</p>
<hr />
<div>{{Copyright Disclaimer|owner=Mob Entertainment|franchise=Poppy Playtime}}<br />
{{needsbalance|CR looks low (calculated offensive CR is 20, defensive CR 16). The legendary action does not work well as a legendary action; it would only reasonably work once per encounter; furthermore if the only feature uses all 3 actions you may as well say the monster has 1 legendary action}}<br />
==CatNap==<br />
{{5e Creature<br />
|size=Large<br />
|type=monstrosity<br />
|alignment=chaotic evil<br />
|ac=18<br />
|armor=natural armor<br />
|hd=25<br />
|speed=45 ft.<br />
|str=24<br />
|dex=28<br />
|con=18<br />
|int=17<br />
|wis=19<br />
|cha=19<br />
|dexsave=yes<br />
|chasave=yes<br />
|acrobatics=yes<br />
|stealth=yes<br />
|di=psychic<br />
|ci={{5c|Charmed}}, {{5c|Frightened}}, {{5c|Incapacitated}}<br />
|dr=necrotic<br />
|dv=radiant<br />
|languages=Common, Infernal<br />
|cr=15<br />
|proficiency=+5<br />
|features=<br />
'''''Feline Genetics.''''' CatNap Has immunity from fall damage, and has advantage on stealth checks he makes.<br />
<br />
|actions= <br />
'''''Multiattack.''''' CatNap makes three attacks: one with his bite and two with his claws.<br />
<br />
'''''Bite.''' Melee Weapon Attack:'' +9 to hit, reach 10 ft., one target. ''Hit:'' 39 (6d10 + 9) piercing damage.<br />
<br />
'''''Claws.''' Melee Weapon Attack:'' +9 to hit, reach 10 ft., one target. ''Hit:'' 49 (10d8 + 9) slashing damage.<br />
<br />
'''''Frightful Presence.''''' Each creature of CatNap's choice that is within 120 feet of CatNap and aware of him must succeed on a DC 21 {{5a|wis}} {{5g|Saving Throw}} or become {{5c|Frightened}} for 1 minute. A creature can repeat the {{5g|Saving Throw}} at the end of each of its turns, ending the effect on itself on a success. If a creature's {{5g|Saving Throw}} is successful or the effect ends for it, the creature is immune to CatNap's Frightful Presence for the next 24 hours.<br />
<br />
'''''Red Smoke (Recharge 5-6).''''' CatNap expels red smoke from his mouth into a 30-foot sphere, and creates {{5g|Heavily Obscured}} vision. and lasts for 1 hour. Any creature who enters the smoke must make a DC 15 {{5a|con}} {{5g|Saving Throw}} or fall unconscious and fall asleep until they cannot breathe the smoke anymore. If the creature started their turn within the smoke, it has disadvantage on the saving throw. Creatures automatically succeed the throw if they have a "gas mask" equipped.<br />
<br />
|legendary={{Legendary Actions|name=CatNap|actions=3}}<br />
<br />
'''''Jumpscare (cost 3 actions).''''' If CatNap is hidden and is 5 ft away from a creature, CatNap reveals himself and screams at the target. the target must make a {{5a|con}} ({{5s|Perception}}) {{5g|Saving Throw}} of a DC of 16 or drop to 0 HP. If the target succeeds the save, CatNap takes 4d12 Necrotic damage.<br />
<br />
|description=<br />
[[File:Catnap.png|500px|thumb|right|https://poppy-playtime.fandom.com/wiki/CatNap]]<br />
CatNap is a monstrosity of a cat, he has long legs and purple fur, with a bony look. his mouth is completely black, with eyes that can pierce anyone's very soul. CatNap is fervently devoted to the Prototype, worshipping him as a god and encouraging others to rejoice in him and always remember the “Hour of Joy". Any one who opposed the Prototype including toy-mascots would suffer a tragic fate as well as anyone else who doesn't rejoice or believe in the Prototype. Catnap believes that his ultimate goal is to serve and obey 1006, with his objective remaining a mystery.<br />
}}<br />
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[[Category:User]]</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=Killy_Demon_(5e_Creature)&diff=1809058Killy Demon (5e Creature)2024-02-13T10:05:35Z<p>Marasmusine: </p>
<hr />
<div>{{stub|Barely any description; do not know what this thing looks like, where it's from, are they solitary or act in groups, etc.}}<br />
{{needsbalance|CR is closer to 3 or 4. Skills and saves look like they were chosen at random.}}<br />
==Killy Demon==<br />
{{5e Creature<br />
|size=Large<br />
|type=fiend<br />
|alignment=chaotic evil<br />
|ac=17<br />
|armor=natural armor<br />
|hd=9<br />
|speed=35 ft.<br />
|str=21<br />
|dex=17<br />
|con=15<br />
|int=14<br />
|wis=17<br />
|cha=5<br />
|strsave=yes<br />
|athletics=yes<br />
|insight=yes<br />
|intimidation=yes<br />
|stealth=yes<br />
|survival=yes<br />
|di=fire, necrotic<br />
|ci={{5c|Charmed}}<br />
|dr=psychic<br />
|dv=cold<br />
|languages=Common, Infernal<br />
|cr=6<br />
|proficiency=+3<br />
|features=<br />
'''''Hive Mind.''''' If there are any {{5h|c|Soulic Servant}} in the encounter, the demon can as a bonus action to command them mentally to do one action or any command.<br />
<br />
'''''Killy.''''' If the demon reduces a creature that's not undead to 0 HP, the creature transforms into a {{5h|c|Soulic Servant}}.<br />
<br />
|actions=<br />
'''''Bite.''' Melee Weapon Attack:'' +8 to hit, reach 5 ft., one target. ''Hit:'' 15 (3d6 + 5) piercing damage.<br />
<br />
'''''Claw.''' Melee Weapon Attack:'' +8 to hit, reach 5 ft., one target. ''Hit:'' 14 (2d8 + 5) slashing damage.<br />
<br />
'''''Flame of Rage (Recharge 6).''''' The demon exhales fire in a 120-foot long line that is 5 feet wide. Each creature in that line must make a DC 14 {{5a|dex}} {{5g|Saving Throw}}, taking 26 (4d12) fire damage on a failed save or half as much damage on a successful one.<br />
<br />
|description=<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
The killy demon is a cruel and evil creature. They kill for pleasure, and power by transforming the dead into its servants. Its bloodthirsty rage is incomparable to anything that's alive. There are tales of killy demons wiping out many towns, and having armies of {{5h|c|Soulic Servant}}s.<br />
|underdark=yes<br />
}}<br />
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[[Category:User]]</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=Soulic_Servant_(5e_Creature)&diff=1809057Soulic Servant (5e Creature)2024-02-13T09:55:56Z<p>Marasmusine: CR is way off, the skilll are inappropriate. Removing "hive mind" as it makes no sense. Correcting the attack bonuses</p>
<hr />
<div>{{stub|What does "they all act on the same action made by the {{5h|c|Killy Demon}}" mean? 01:54, 27 January 2024 (MST)}}<br />
==Soulic Servant==<br />
{{5e Creature<br />
|size=Medium<br />
|type=undead<br />
|alignment=neutral good<br />
|hd=3<br />
|speed=0 ft., fly 30 ft. (hover)<br />
|str=9<br />
|dex=16<br />
|con=18<br />
|int=12<br />
|wis=7<br />
|cha=5<br />
|stealth=yes<br />
|di=necrotic<br />
|ci={{5c|Charmed}}, {{5c|Prone}}<br />
|dr=bludgeoning, piercing and slashing from nonmagical attacks<br />
|dv=psychic<br />
|languages=the languages it knew in life<br />
|cr=1<br />
|proficiency=+2<br />
|features=<br />
{{5ect|servant|Incorporeal Movement}}<br />
<br />
{{5eCT|servant|Damage Absorption|Necrotic}}<br />
<br />
|actions= <br />
'''''Touch.''' Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d6 + 3) necrotic damage.<br />
<br />
'''''Ghostly Pulse.''' Ranged Weapon Attack:'' +5 to hit, range 30 ft., one target. ''Hit:'' 13 (3d8) necrotic damage.<br />
<br />
|reactions=<br />
'''''Fade Out.''''' If hit with a magical attack before the servant's next turn, the servant can instantly succeed the roll to avoid the spell. If hit with another, it rolls with advantage, and the next attack is normal rolls.<br />
<br />
|description=<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
The soulic servant is an undead soul who's been killed by a {{5h|c|Killy Demon}}. They have all recollection of their past life, and has to be a servant to the killy demon. They can be communicated with, and retains all mannerisms that it had, but talking to one runs the risk of its killy demon ordering it to attack. They are innocent souls who want to continue to the afterlife, and are very friendly, unless otherwise being a chaotic or evil alignment in their past life, and are held against their will to kill anyone that the killy demon wants. If the killy demon that holds them dies, they are released to go to the afterlife.<br />
|underdark=yes<br />
}}<br />
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{{5e Creatures Breadcrumb}}<br />
[[Category:User]]</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=Armor_Piercing_(5e_Variant_Rule)&diff=1808229Armor Piercing (5e Variant Rule)2024-02-11T11:50:54Z<p>Marasmusine: </p>
<hr />
<div>===Armor Piercing===<br />
Attacks with weapons or ammunition with the armor piercing property are quite effective against armor. Armor Piercing always overlaps with Armor Piercing of a lesser numerical value - for example, an Armor Piercing 2 weapon is also Armor Piercing 1, and as usual when effects of the same name overlap, the more powerful one applies. Armor Piercing X always counts as an effect of the same name with itself, so values on the weapon and ammunition overlap rather than stack.<br />
<br />
'''Armor Piercing (1).''' +1 to hit against targets with natural armor or worn armor and an AC of 14 or better.<br />
<br />
'''Armor Piercing (2).''' +2 to hit against targets with natural armor or worn armor and an AC of 16 or better.<br />
<br />
'''Armor Piercing (3).''' +3 to hit against targets with natural armor or worn armor and an AC of 18 or better.<br />
<br />
Because you generally do not know the AC of your target, express a hit roll with, say, an Armor Piercing 2 weapon to your target of, say, 18 as "18 to hit, Armor Piercing 2". <br />
<br />
;Design Note<br />
When designing weapons or ammunition, do not use the armor piercing property for attacks that would entirely ignore armor. Such a weapon would not use an attack roll at all: instead the target(s) would make some form of saving throw. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 04:50, 11 February 2024 (MST)<br />
<br />
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{{5e Variant Rules Breadcrumb}}<br />
</noinclude><br />
<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Supplemental Variant Rule]]<br />
[[Category:Weapon Property]]</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=Armor_Piercing_(5e_Variant_Rule)&diff=1808228Armor Piercing (5e Variant Rule)2024-02-11T11:50:03Z<p>Marasmusine: Returning the bonuses to my original values. Attack bonus should not exceed +5.</p>
<hr />
<div>===Armor Piercing===<br />
Attacks with weapons or ammunition with the armor piercing property are quite effective against armor. Armor Piercing always overlaps with Armor Piercing of a lesser numerical value - for example, an Armor Piercing 2 weapon is also Armor Piercing 1, and as usual when effects of the same name overlap, the more powerful one applies. Armor Piercing X always counts as an effect of the same name with itself, so values on the weapon and ammunition overlap rather than stack.<br />
<br />
'''Armor Piercing (1).''' +1 to hit against targets with natural armor or worn armor and an AC of 14 or better.<br />
<br />
'''Armor Piercing (2).'''+2 to hit against targets with natural armor or worn armor and an AC of 16 or better.<br />
<br />
'''Armor Piercing (3).'''+3 to hit against targets with natural armor or worn armor and an AC of 18 or better.<br />
<br />
Because you generally do not know the AC of your target, express a hit roll with, say, an Armor Piercing 2 weapon to your target of, say, 18 as "18 to hit, Armor Piercing 2". <br />
<br />
;Design Note<br />
When designing weapons or ammunition, do not use the armor piercing property for attacks that would entirely ignore armor. Such a weapon would not use an attack roll at all: instead the target(s) would make some form of saving throw. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 04:50, 11 February 2024 (MST)<br />
<br />
<noinclude><br />
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{{5e Variant Rules Breadcrumb}}<br />
</noinclude><br />
<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Supplemental Variant Rule]]<br />
[[Category:Weapon Property]]</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=Talk:Beholderborn_(5e_Race)&diff=1808224Talk:Beholderborn (5e Race)2024-02-11T09:37:47Z<p>Marasmusine: </p>
<hr />
<div>Hey [[User:NicMINEBOMB24|NicMINEBOMB24]], what does "once awakened" mean or what is it for? [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 09:57, 18 October 2017 (MDT)<br />
:I saw your answer on the talk page and I'll elaborate. What reason is there to include "once awakened". When creating a character, or beholderborn, you won't play the race without being awakened. It's a moot point to include the text? Kind of follow my drift? Having it there, leads to confusion, hence my question. Same as the history. It says beholderborns may never what they are. I find this hard to believe and would recommend omitted this part of the history or tweaking it or tweaking a racial trait. Maybe beholderborns only transform while below half hit points, therefore some won't know. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 12:11, 18 October 2017 (MDT)<br />
::I see what you mean now, and i agree. I suppose when writing it my mindset was in a different perspective. Thank you for pointing this out as it may prevent further confusion. I will revise the wording for it this afternoon. if you have any more concerns, please don't be shy.<br />
--NicMINEBOMB24 12:15, 18 October 2017 (MDT)<br />
<br />
I've done a rework this race from top to bottom it should be good now. --[[User:ConcealedLight|ConcealedLight]] ([[User talk:ConcealedLight|talk]]) 12:11, 25 February 2018 (MST)<br />
<br />
:A lot of work, looks much better. Well done. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 13:15, 25 February 2018 (MST)<br />
<br />
::Thanks. --[[User:ConcealedLight|ConcealedLight]] ([[User talk:ConcealedLight|talk]]) 14:29, 25 February 2018 (MST)<br />
<br />
:Why do they get a scaling Eldritch Blast? I get that it's a interesting creature, but it's Half-Beholder, and as a PC, I think it should be nerfed.<br />
[[User:Budew2222|Budew2222]]<br />
([[User talk:Budew2222|talk]])<br />
11:56, 22 February 2019 (CST)<br />
::The eldritch blast is naturally a cantrip, so that's fine. If you read the original spell, it scales naturally as well. I am a bit confused that this race doesn't cap the use of its eye rays. Sure, it's random, but I feel it should be restricted to pb maybe, especially given the chances of petrification and fear at a low level.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 19:07, 10 February 2024 (MST)<br />
<br />
I have a question, what is the point of the disadvantage on charisma checks? It doesn't seem to have a justification in-fiction (beholders have good charisma) or mechanically (it's not tied in with anything). [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:37, 11 February 2024 (MST)<br />
== Musicus Meter ==<br />
{{Musicus|6}}<br />
<br />
--[[User:ConcealedLight|ConcealedLight]] ([[User talk:ConcealedLight|talk]]) 12:11, 25 February 2018 (MST)</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=Eevlet_(5e_Race)&diff=1807741Eevlet (5e Race)2024-02-10T12:13:41Z<p>Marasmusine: </p>
<hr />
<div>{{Copyright Disclaimer|owner=Creatures Inc.''', '''Game Freak''', and '''Nintendo|franchise=Pokémon}}<br />
== eevlet ==<br />
<!--Optional: Lead paragraph, a quote for example.--><br />
[[File:Bubbleon mage.jpg|300px|thumb|left|a bubbleon mage]]<br />
[[File:Bolteon paladin.jpg|300px|thumb|right|a bolteon paladin]]<br />
[[File:Flameon barbarian.jpg|300px|thumb|left|a flameon barbarian]]<br />
===Physical Description===<br />
The young eevlet has brown fur with luxurious white neck ruffs, a fluffy tail, and large black eyes. A bubbleon has blue skin without fur, as well as finned manes, tails, and claws suited for an aquatic lifestyle. The bolteon's fur is spiked and yellow in color, without a tail but with tail-like spines where one would normally be located. Its neck ruffs are also white and spiked. A flameon resembles an eevlet but with orange-tinged fur and yellow or orange neck and tail furnishings. psyceon has pink or purple fur with a gemstone set in its forehead; its tail is thin and bifurcated. A darkeon is utterly black in coloration with yellow rings adorning its forehead, ears, tail, arms, and legs. grasseon's coat is yellowish with leaf-shaped ears and tail; its leaf-like hair forms a question mark shape and grass grows from its chest, wrists, and ankles. A frosteon has light cyan fur with a flat tail bearing blue diamond shapes on its extremities and trailing ribbons from its head. A nympeon has light pink fur with four ribbons and a smaller, darker pink tail. All have an anthropomorphic, fox-like stance and demeanor.<br />
<br />
===Society and History===<br />
The eevlet and eevaforms all revere the great deity Arceus above all others. At nine years of age, an eevlet undergoes a solemn ritual that transforms it permanently into one of the eight canonical eevaform types. Without this rite of passage, an eevlet would remain in that form for its entire natural lifespan. These peoples establish self-contained settlements exclusively for eevlets and eevaforms, catering specialized facilities to each eevaform type - aquatic pools for bubbleons, gymnasiums for bolteons, hot springs for flameons, libraries for psyceons, battle halls for darkeons, gardens for grasseons, snow domes for frosteons, and gentleman's clubs for nympeons. Members of all eevaform varieties may access any establishments within their communal hamlets.<br />
<br />
===Eevlet Names===<br />
Eevlet names are common, and when they undergo the ritral, they get names based on their eevaform.<br />
<br />
'''male eevlet names:''' John, Dave, Billy<br />
<br />
'''female eevlet names:''' Penny, Christein, Joise<br />
----<br />
'''male bubbleon names:''' Riptide, Webs, Shark<br />
<br />
'''female bubbleon names:''' Tsunami, Coral, Anemone<br />
----<br />
'''male bolteon names:''' Bolt, Thor, Radian<br />
<br />
'''female bolteon names:''' Inani, Gamma, Bronte<br />
----<br />
'''male flameon names:''' Burn, Flare, Ash<br />
<br />
'''female flameon names:''' Ember, Cyra, Brigid<br />
----<br />
'''male psyceon names:''' Aladdin, Ambrose, Cyfrin<br />
<br />
'''female psyceon names:''' Diana, Eos, Evelina<br />
----<br />
'''male darkeon names:''' Balam, Acheron, Christopher <br />
<br />
'''female darkeon names:''' Lilith, Luna, Maleficent<br />
----<br />
'''male grasseon names:''' Brich, Wolfsbane, Venus<br />
<br />
'''female grasseon names:''' Ivy, Sundew, Willow<br />
----<br />
'''male frosteon names:''' Frost, Boreas, Chill<br />
<br />
'''female frosteon names:''' Crystel, Winter, Aurora<br />
----<br />
'''male nympeon names:''' Archer, Arcenio, Gardevoir<br />
<br />
'''female nympeon names:''' Sylvia, Tiana, Pixie<br />
----<br />
<br />
===Eevlet Traits===<br />
{{5e Racial Traits<br />
|summary=Small natural elementals who grow and morph into 8 different eevaforms, of the water, thunder, fire, eon, dark, life, ice, and light elements.<br />
|abilities=Your Dexterity score increases by 1.<br />
|age=Eevlet's mature at around 9 years old, the time they grow into a eevaform. They can live to about 90 years.<br />
|alignment=The alignments of the eevlets and eevaforms are intimately tied to their transformation rituals and the nature spirits they embody. As young eevlets, they have a neutral disposition, in tune with nature but not yet manifesting stronger tendencies. However, the ritual each undergoes to ascend to their eevaform calling profoundly shapes their worldview and ethics. Bubbleons adopt a lawful or good bent, respecting the natural order of the waters. Bolteons are often chaotic or neutral in reverence of thunder's untamable power. Flameons frequently embody lawfulness, warmth, and protection. Psyceons and nympheons embrace good-aligned insights. Darkeons take on neutral or evil alignments befitting shadows and mysteries. Grasseons and frosteons find harmony in nature's neutral rhythms. Though starting as neutrals, the alignments of eevlets are malleable, determined by which elemental spirit calls them into maturity and guides their role within their communities.<br />
|size= Standing upright, an eevlet is between 5 and 7 feet tall. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|languages= You can speak, read, and write Common and one other language of your choice. <br />
|trait1=Scamper<br />
|description1=If you are not holding anything in your hands and you are wearing no or light armor, your walking speed increases by 10 feet.<br />
|trait2=Darkvision<br />
|description2=You can see in dim light 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.<br />
|subrace=Choose a subrace: bubbleon, bolteon, flameon, psyceon, darkeon, grasseon, frosteon or nypeon.<br />
}}<br />
<br />
====Bubbleon====<br />
{{5e Subrace Traits<br />
|abilities=Your Constitution score increases by 2.<br />
|trait1=Elemental Water Infusion<br />
|description1=You have resistance to acid damage.<br />
|trait2=Amphibious<br />
|description2=You have a swim speed of 30 feet. You can breathe in water and air.<br />
|trait3=Aqua Camouflage<br />
|description3=When you take the Hide action and you are in water, you have advantage on the Dexterity (Stealth) check.<br />
|trait4=Hydro Pump<br />
|description4=As an action, you can release a geyser of water out of your mouth. Choose a creature you can see within 60 feet. Make a ranged weapon attack against that creature. On a hit you deal 1d10 bludgeoning damage. This increases to 2d10 when you reach 5th level, 3d10 at 11th level and 4d10 at 17th level. Furthermore, you can use hydro pump to extinguish a nonmagical fire you can see within 60 feet in a 5-foot square.<br />
<br />
}}<br />
<br />
====Bolteon====<br />
{{5e Subrace Traits<br />
|abilities=Your Strength score increases by 1 and your Dexterity increases by a further 1.<br />
|trait1=Elemental Lightning Infusion<br />
|description1=You have resistance to lightning damage.<br />
|trait2=Jolting Needles<br />
|description2=In your fur you have six electrically charged needles. On your turn, you can expend the charge in a needle for one of the following effects. When you finish a long rest, all your needles recharge.<br />
* Ignore the effects of difficult terrain during your movement this turn.<br />
* Use the Dash action as a bonus action.<br />
* As an action, you release a bolt of lightning from your body, forming a line 30 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. The DC is equal to 8 + your Dexterity modifier + your proficiency bonus. A creature tales 1d10 lightning damage on a failed save. This increases to 2d10 when you reach 5th level, 3d10 at 11th level and 4d10 at 17th level. <br />
}}<br />
<br />
====Flameon====<br />
{{5e Subrace Traits<br />
|abilities=Your Constitution score increases by 2.<br />
|trait1=Elemental Fire Infusion<br />
|description1=You have resistance to fire damage.<br />
|trait2=Sunny Days<br />
|description2=You can use an action to begin emitting sunlight. You emit bright light to 30 feet and dim light a further 30 feet. This light persists until you end it on your turn &ndash; no action required &ndash; or you fall unconscious. When a creature in this bright light takes fire damage, it takes a further 2 fire damage. This increases to 4 damage at 5th level, 6 damage at 11th level and 8 damage at 17th level.<br />
|trait3=Fire Fluff<br />
|description3=You may ignite a flammable object by touching it. Furthermore, a creature grappling you takes 1d6 fire damage at the start of its turn. This increases to 2d6 damage when you reach 5th level, 3d6 at 11th level and 4d6 at 17th level.<br />
<br />
}}<br />
<br />
====Psyceon====<br />
{{5e Subrace Traits<br />
|abilities=Your Intelligence score increases by 2.<br />
|trait1=Elemental Eon Infusion<br />
|description1=You have resistance to psychic damage.<br />
|trait2=Pychic Mind<br />
|description2=You can communicate telepathically with any creature you can see within 30 feet of you.<br />
|trait3=Eon Psionics<br />
|description3=You know the ''lights'' cantrip. When you reach 3rd level, you can cast the ''command'' spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the ''moonbeam'' spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.<br />
}}<br />
<br />
====Darkeon====<br />
{{5e Subrace Traits<br />
|abilities=Your Strength score increases by 2.<br />
|trait1=Elemental Darkness Infusion<br />
|description1=You have resistance to Necrotic damage.<br />
|trait2=Fake Out<br />
|description2=On your first turn after rolling initiative, if you hit a creature with an attack, that creature has disadvantage on its next attack roll made before the end of its next turn. <br />
|trait3=Moonly Glow<br />
|description3=You know the ''faerie fire'' cantrip.<br />
|trait4=Assurance<br />
|description4=When you hit a creature with an attack, instead of rolling for damage you instead deal the maximum damage for that attack. You must finish a short or long rest before you can do so again.<br />
}}<br />
<br />
====Grasseon====<br />
{{5e Subrace Traits<br />
|abilities=Your Wisdom score increases by 2.<br />
|trait1=Elemental Life Infusion<br />
|description1=You have advantage on saving throws against poison, and you have resistance against poison damage.<br />
|trait2=Plant-Like<br />
|description2=You have advantage on Dexterity (Stealth) checks to hide in foilage.<br />
|trait3=Chlorophyll<br />
|description3=When you are in bright sunlight, you have advantage on initiative rolls.<br />
|trait4=Leaf Guard<br />
|description4=If you are subject to fire or necrotic damage, and the damage dealt is 4 or less, you instead take no damage. This increases to 6 damage at 5th level, 8 damage at 11th level and 10 damage at 17th level.<br />
}}<br />
<br />
====Frosteon====<br />
{{5e Subrace Traits<br />
|abilities=Your Constitution score increases by 2.<br />
|trait1=Elemental Ice Infusion<br />
|description1=You have resistance to cold damage.<br />
|trait2=Snow Adaptation<br />
|description2=You have advantage on Dexterity (Stealth) checks to hide in ice or snow. Furthermore, you ignore difficult terrain caused by ice or snow.<br />
|trait3=Ice Beam<br />
|description3=You can use your action to emite a beam of ice from your mouth. Each creature in a 5 by 30 ft. line must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 cold damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your ice beam, you can’t use it again until you complete a short or long rest.<br />
}}<br />
<br />
====Nympeon traits====<br />
{{5e Subrace Traits<br />
|abilities=Your Charisma score increases by 2.<br />
|trait1=Elemental Light Infusion<br />
|description1=You have resistance to radiant damage.<br />
|trait2=Moonbeam<br />
|description2= When you reach 5th level, you can cast the ''moonbeam'' spell once with this trait and regain the ability to do so when you finish a long rest.<br />
|trait3=Ribbons<br />
|description3=You have four ribbons. You can use a ribbon for one of the following effects. Each ribbon can be used once. You regain all the uses of your ribbons when you finish a long rest.<br />
* Reach 30 feet and make one object interaction<br />
* Choose a humanoid you can see within 30 feet. You learn that creature's prevailing emotion. If the target is not humanoid or is immune to being charmed, you sense that it is calm.<br />
* Make a grapple check against a creature within 30 feet. If you succeed the contested grapple check by 5 or more against a humanoid, you strangle the target, dealing 2d6 bludgeoning damage.<br />
}}<br />
<br />
===Random Height and Weight===<br />
eevaform<br />
{{heightweight<br />
|name=eevaform<br />
|feet=6 ft<br />
|inches=<br />
|heightmod=2d12<br />
|weight=90 lbs<br />
|weightmod=2d10<br />
}}<br />
eevlet<br />
{{heightweight<br />
|name=eevlet<br />
|feet=2 ft<br />
|inches=<br />
|heightmod=2d12<br />
|weight=35 lbs.<br />
|weightmod=2d10<br />
}}<br />
<br />
== Eevlet Feats ==<br />
When your eevlet character gains a level and receives the Ability Score Increase feature, you may instead take one of the following eevlet feats.<br />
<br />
=== Absorb Element ===<br />
''Prerequisite:'' Eevlet race; bubbleon, bolteon, flameon, frosteon or nympeon subrace<br />
<br />
When you are subjected to damage of a certain type, you take no damage and instead regain a number of hit points equal to the damage of that type. You must finish a long rest before you can use this feature again.<br />
<br />
The damage type depends on your eevlet subrace, as follows.<br />
<br />
* Bubbleon &ndash; acid<br />
* Bolteon &ndash; lightning<br />
* Flameon &ndash; fire<br />
* Frosteon &ndash; cold<br />
* Nympeon &ndash; radiant<br />
<br />
=== Psychic Body ===<br />
''Prerequisite:'' Eevlet race, psyceon subrace<br />
<br />
When you are subjected to psychic damage, you take no damage. Instead, choose one creature you can see within 30 feet: that creature takes the psychic damage instead. You must finish a long rest before you can use this feature again.<br />
<br />
=== Pitch-Black ===<br />
''Prerequisite:'' Eevlet race, darkeon subrace<br />
<br />
When you are subjected to necrotic damage, you take no damage. Instead, choose one creature you can see within 30 feet. That creature must make a Wisdom saving throw. The DC equals 10 or half the necrotic damage, whichever number is higher. On a failed save, the creature is stunned until the end of its next turn. You must finish a long rest before you can use this feature again.<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
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{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:user]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <br />
[[Category:Elemental Type]]</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=Eevlet_(5e_Race)&diff=1807734Eevlet (5e Race)2024-02-10T10:50:43Z<p>Marasmusine: /* Bolteon */ Trying something a bit different with bolteon to get in the additional movement feature.</p>
<hr />
<div>{{Copyright Disclaimer|owner=Creatures Inc.''', '''Game Freak''', and '''Nintendo|franchise=Pokémon}}<br />
== eevlet ==<br />
<!--Optional: Lead paragraph, a quote for example.--><br />
[[File:Bubbleon mage.jpg|300px|thumb|left|a bubbleon mage]]<br />
[[File:Bolteon paladin.jpg|300px|thumb|right|a bolteon paladin]]<br />
[[File:Flameon barbarian.jpg|300px|thumb|left|a flameon barbarian]]<br />
===Physical Description===<br />
The young eevlet has brown fur with luxurious white neck ruffs, a fluffy tail, and large black eyes. A bubbleon has blue skin without fur, as well as finned manes, tails, and claws suited for an aquatic lifestyle. The bolteon's fur is spiked and yellow in color, without a tail but with tail-like spines where one would normally be located. Its neck ruffs are also white and spiked. A flameon resembles an eevlet but with orange-tinged fur and yellow or orange neck and tail furnishings. psyceon has pink or purple fur with a gemstone set in its forehead; its tail is thin and bifurcated. A darkeon is utterly black in coloration with yellow rings adorning its forehead, ears, tail, arms, and legs. grasseon's coat is yellowish with leaf-shaped ears and tail; its leaf-like hair forms a question mark shape and grass grows from its chest, wrists, and ankles. A frosteon has light cyan fur with a flat tail bearing blue diamond shapes on its extremities and trailing ribbons from its head. A nympeon has light pink fur with four ribbons and a smaller, darker pink tail. All have an anthropomorphic, fox-like stance and demeanor.<br />
<br />
===Society and History===<br />
The eevlet and eevaforms all revere the great deity Arceus above all others. At nine years of age, an eevlet undergoes a solemn ritual that transforms it permanently into one of the eight canonical eevaform types. Without this rite of passage, an eevlet would remain in that form for its entire natural lifespan. These peoples establish self-contained settlements exclusively for eevlets and eevaforms, catering specialized facilities to each eevaform type - aquatic pools for bubbleons, gymnasiums for bolteons, hot springs for flameons, libraries for psyceons, battle halls for darkeons, gardens for grasseons, snow domes for frosteons, and gentleman's clubs for nympeons. Members of all eevaform varieties may access any establishments within their communal hamlets.<br />
<br />
===Eevlet Names===<br />
Eevlet names are common, and when they undergo the ritral, they get names based on their eevaform.<br />
<br />
'''male eevlet names:''' John, Dave, Billy<br />
<br />
'''female eevlet names:''' Penny, Christein, Joise<br />
----<br />
'''male bubbleon names:''' Riptide, Webs, Shark<br />
<br />
'''female bubbleon names:''' Tsunami, Coral, Anemone<br />
----<br />
'''male bolteon names:''' Bolt, Thor, Radian<br />
<br />
'''female bolteon names:''' Inani, Gamma, Bronte<br />
----<br />
'''male flameon names:''' Burn, Flare, Ash<br />
<br />
'''female flameon names:''' Ember, Cyra, Brigid<br />
----<br />
'''male psyceon names:''' Aladdin, Ambrose, Cyfrin<br />
<br />
'''female psyceon names:''' Diana, Eos, Evelina<br />
----<br />
'''male darkeon names:''' Balam, Acheron, Christopher <br />
<br />
'''female darkeon names:''' Lilith, Luna, Maleficent<br />
----<br />
'''male grasseon names:''' Brich, Wolfsbane, Venus<br />
<br />
'''female grasseon names:''' Ivy, Sundew, Willow<br />
----<br />
'''male frosteon names:''' Frost, Boreas, Chill<br />
<br />
'''female frosteon names:''' Crystel, Winter, Aurora<br />
----<br />
'''male nympeon names:''' Archer, Arcenio, Gardevoir<br />
<br />
'''female nympeon names:''' Sylvia, Tiana, Pixie<br />
----<br />
<br />
===Eevlet Traits===<br />
{{5e Racial Traits<br />
|summary=Small natural elementals who grow and morph into 8 different eevaforms, of the water, thunder, fire, eon, dark, life, ice, and light elements.<br />
|abilities=Your Dexterity score increases by 1.<br />
|age=Eevlet's mature at around 9 years old, the time they grow into a eevaform. They can live to about 90 years.<br />
|alignment=The alignments of the eevlets and eevaforms are intimately tied to their transformation rituals and the nature spirits they embody. As young eevlets, they have a neutral disposition, in tune with nature but not yet manifesting stronger tendencies. However, the ritual each undergoes to ascend to their eevaform calling profoundly shapes their worldview and ethics. Bubbleons adopt a lawful or good bent, respecting the natural order of the waters. Bolteons are often chaotic or neutral in reverence of thunder's untamable power. Flameons frequently embody lawfulness, warmth, and protection. Psyceons and nympheons embrace good-aligned insights. Darkeons take on neutral or evil alignments befitting shadows and mysteries. Grasseons and frosteons find harmony in nature's neutral rhythms. Though starting as neutrals, the alignments of eevlets are malleable, determined by which elemental spirit calls them into maturity and guides their role within their communities.<br />
|size= Standing upright, an eevlet is between 5 and 7 feet tall. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|languages= You can speak, read, and write Common and one other language of your choice. <br />
|trait1=Scamper<br />
|description1=If you are not holding anything in your hands and you are wearing no or light armor, your walking speed increases by 10 feet.<br />
|trait2=Darkvision<br />
|description2=You can see in dim light 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.<br />
|subrace=Choose a subrace: bubbleon, bolteon, flameon, psyceon, darkeon, grasseon, frosteon or nypeon.<br />
}}<br />
<br />
====Bubbleon====<br />
{{5e Subrace Traits<br />
|abilities=Your Constitution score increases by 2.<br />
|trait1=Elemental Water Infusion<br />
|description1=You have resistance to acid damage.<br />
|trait2=Amphibious<br />
|description2=You have a swim speed of 30 feet. You can breathe in water and air.<br />
|trait3=Aqua Camouflage<br />
|description3=When you take the Hide action and you are in water, you have advantage on the Dexterity (Stealth) check.<br />
|trait4=Hydro Pump<br />
|description4=As an action, you can release a geyser of water out of your mouth. Choose a creature you can see within 60 feet. Make a ranged weapon attack against that creature. On a hit you deal 1d10 bludgeoning damage. This increases to 2d10 when you reach 5th level, 3d10 at 11th level and 4d10 at 17th level. Furthermore, you can use hydro pump to extinguish a nonmagical fire you can see within 60 feet in a 5-foot square.<br />
<br />
}}<br />
<br />
====Bolteon====<br />
{{5e Subrace Traits<br />
|abilities=Your Strength score increases by 1 and your Dexterity increases by a further 1.<br />
|trait1=Elemental Lightning Infusion<br />
|description1=You have resistance to lightning damage.<br />
|trait2=Jolting Needles<br />
|description2=In your fur you have six electrically charged needles. On your turn, you can expend the charge in a needle for one of the following effects. When you finish a long rest, all your needles recharge.<br />
* Ignore the effects of difficult terrain during your movement this turn.<br />
* Increase your walking speed this turn by 10 feet.<br />
* As an action, you release a bolt of lightning from your body, forming a line 30 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. The DC is equal to 8 + your Dexterity modifier + your proficiency bonus. A creature tales 1d10 lightning damage on a failed save. This increases to 2d10 when you reach 5th level, 3d10 at 11th level and 4d10 at 17th level. <br />
}}<br />
<br />
====Flameon====<br />
{{5e Subrace Traits<br />
|abilities=Your Constitution score increases by 2.<br />
|trait1=Elemental Fire Infusion<br />
|description1=You have resistance to fire damage.<br />
|trait2=Sunny Days<br />
|description2=You can use an action to begin emitting sunlight. You emit bright light to 30 feet and dim light a further 30 feet. This light persists until you end it on your turn &ndash; no action required &ndash; or you fall unconscious. When a creature in this bright light takes fire damage, it takes a further 2 fire damage. This increases to 4 damage at 5th level, 6 damage at 11th level and 8 damage at 17th level.<br />
|trait3=Fire Fluff<br />
|description3=You may ignite a flammable object by touching it. Furthermore, a creature grappling you takes 1d6 fire damage at the start of its turn. This increases to 2d6 damage when you reach 5th level, 3d6 at 11th level and 4d6 at 17th level.<br />
<br />
}}<br />
<br />
====Psyceon====<br />
{{5e Subrace Traits<br />
|abilities=Your Intelligence score increases by 2.<br />
|trait1=Elemental Eon Infusion<br />
|description1=You have resistance to psychic damage.<br />
|trait2=Pychic Mind<br />
|description2=You can communicate telepathically with any creature you can see within 30 feet of you.<br />
|trait3=Eon Psionics<br />
|description3=You know the ''lights'' cantrip. When you reach 3rd level, you can cast the ''command'' spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the ''moonbeam'' spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.<br />
}}<br />
<br />
====Darkeon====<br />
{{5e Subrace Traits<br />
|abilities=Your Strength score increases by 2.<br />
|trait1=Elemental Darkness Infusion<br />
|description1=You have resistance to Necrotic damage.<br />
|trait2=Fake Out<br />
|description2=On your first turn after rolling initiative, if you hit a creature with an attack, that creature has disadvantage on its next attack roll made before the end of its next turn. <br />
|trait3=Moonly Glow<br />
|description3=You know the ''faerie fire'' cantrip.<br />
|trait4=Assurance<br />
|description4=When you hit a creature with an attack, instead of rolling for damage you instead deal the maximum damage for that attack. You must finish a short or long rest before you can do so again.<br />
}}<br />
<br />
====Grasseon====<br />
{{5e Subrace Traits<br />
|abilities=Your Wisdom score increases by 2.<br />
|trait1=Elemental Life Infusion<br />
|description1=You have advantage on saving throws against poison, and you have resistance against poison damage.<br />
|trait2=Plant-Like<br />
|description2=You have advantage on Dexterity (Stealth) checks to hide in foilage.<br />
|trait3=Chlorophyll<br />
|description3=When you are in bright sunlight, you have advantage on initiative rolls.<br />
|trait4=Leaf Guard<br />
|description4=If you are subject to fire or necrotic damage, and the damage dealt is 4 or less, you instead take no damage. This increases to 6 damage at 5th level, 8 damage at 11th level and 10 damage at 17th level.<br />
}}<br />
<br />
====Frosteon====<br />
{{5e Subrace Traits<br />
|abilities=Your Constitution score increases by 2.<br />
|trait1=Elemental Ice Infusion<br />
|description1=You have resistance to cold damage.<br />
|trait2=Snow Adaptation<br />
|description2=You have advantage on Dexterity (Stealth) checks to hide in ice or snow. Furthermore, you ignore difficult terrain caused by ice or snow.<br />
|trait3=Ice Beam<br />
|description3=You can use your action to emite a beam of ice from your mouth. Each creature in a 5 by 30 ft. line must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 cold damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your ice beam, you can’t use it again until you complete a short or long rest.<br />
}}<br />
<br />
====Nympeon traits====<br />
{{5e Subrace Traits<br />
|abilities=Your Charisma score increases by 2.<br />
|trait1=Elemental Light Infusion<br />
|description1=You have resistance to radiant damage.<br />
|trait2=Moonbeam<br />
|description2= When you reach 5th level, you can cast the ''moonbeam'' spell once with this trait and regain the ability to do so when you finish a long rest.<br />
|trait3=Ribbons<br />
|description3=You have four ribbons. You can use a ribbon for one of the following effects. Each ribbon can be used once. You regain all the uses of your ribbons when you finish a long rest.<br />
* Reach 30 feet and make one object interaction<br />
* Choose a humanoid you can see within 30 feet. You learn that creature's prevailing emotion. If the target is not humanoid or is immune to being charmed, you sense that it is calm.<br />
* Make a grapple check against a creature within 30 feet. If you succeed the contested grapple check by 5 or more against a humanoid, you strangle the target, dealing 2d6 bludgeoning damage.<br />
}}<br />
<br />
===Random Height and Weight===<br />
eevaform<br />
{{heightweight<br />
|name=eevaform<br />
|feet=6 ft<br />
|inches=<br />
|heightmod=2d12<br />
|weight=90 lbs<br />
|weightmod=2d10<br />
}}<br />
eevlet<br />
{{heightweight<br />
|name=eevlet<br />
|feet=2 ft<br />
|inches=<br />
|heightmod=2d12<br />
|weight=35 lbs.<br />
|weightmod=2d10<br />
}}<br />
<br />
== Eevlet Feats ==<br />
When your eevlet character gains a level and receives the Ability Score Increase feature, you may instead take one of the following eevlet feats.<br />
<br />
=== Absorb Element ===<br />
''Prerequisite:'' Eevlet race; bubbleon, bolteon, flameon, frosteon or nympeon subrace<br />
<br />
When you are subjected to damage of a certain type, you take no damage and instead regain a number of hit points equal to the damage of that type. You must finish a long rest before you can use this feature again.<br />
<br />
The damage type depends on your eevlet subrace, as follows.<br />
<br />
* Bubbleon &ndash; acid<br />
* Bolteon &ndash; lightning<br />
* Flameon &ndash; fire<br />
* Frosteon &ndash; cold<br />
* Nympeon &ndash; radiant<br />
<br />
=== Psychic Body ===<br />
''Prerequisite:'' Eevlet race, psyceon subrace<br />
<br />
When you are subjected to psychic damage, you take no damage. Instead, choose one creature you can see within 30 feet: that creature takes the psychic damage instead. You must finish a long rest before you can use this feature again.<br />
<br />
=== Pitch-Black ===<br />
''Prerequisite:'' Eevlet race, darkeon subrace<br />
<br />
When you are subjected to necrotic damage, you take no damage. Instead, choose one creature you can see within 30 feet. That creature must make a Wisdom saving throw. The DC equals 10 or half the necrotic damage, whichever number is higher. On a failed save, the creature is stunned until the end of its next turn. You must finish a long rest before you can use this feature again.<br />
<br />
<br />
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{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:user]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <br />
[[Category:Elemental Type]]</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=Talk:Eevlet_(5e_Race)&diff=1807705Talk:Eevlet (5e Race)2024-02-10T08:19:55Z<p>Marasmusine: /* Balance */ I forgot the extra language, so I am rewriting my previous assessment.</p>
<hr />
<div>== eevlet ==<br />
<br />
So, this is more for DnD, and not the pokemon DnD, and their is no subraces, their the adult forms, so they can have a purpose, and the transformation is permanent. I will give you they might be incorrect spelling, but the racial traits are limited, and only applies to that "eevaform", and the use of this race can change, if they played a bubbleon, and the next campaign the can choose to a darkeon. in my eyes, their quite balanced, and can be a great story builder.--[[User:Frostboi27|Frostboi27]] ([[User talk:Frostboi27|talk]]) 09:03, 17 January 2024 (MST)<br />
:But it is inspired by Pokemon. Credit should be given where it is due. Also, you're not making much sense, I'm afraid. Adult forms don't exist in 5e races. And the mechanic for aging into one of the forms is not detailed in the article. As for the traits of each of the -eons, I think your sense of balance is very skewed. A subrace that has immunity to one damage type AND resistance to another is already quite a chunk of a race budget. You also have unlimited attacks like a lightning shot you can spam, and it does more damage than any weapons of starting level. Min-maxing and saying vulnerability cancels out a strong trait is false balancing and forces players into a certain playstyle, as seen in 3.Xe. There are so many traits in each one of the -eons that are powerful in and of themselves, unless I am misunderstanding how this is structured.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 19:05, 23 January 2024 (MST)<br />
<br />
So, if you gave me a list of the traits that are overpowered in your opinion so I can explain them more clearly for you. and how else would I word how their forms change when they reach a certain age? And what I mean is is this race is for the standard DnD game. There's a pokemon version of the game, so thats why theyre called a "eevlet", and not Eevee.--[[User:Frostboi27|Frostboi27]] ([[User talk:Frostboi27|talk]]) 07:39, 24 January 2024 (MST)<br />
:So it is pokemon. Anyway, the disclaimer is up, so that's fine. As for the traits...<br />
:*Adult forms do not exist in 5e as 5e doesn't have the age descriptors of something like 3.Xe, which does account for this. So, this is a mechanic that should not exist without HEAVY work. Because if your player starts out as a baby, how many sessions will they have to be babies before they become adults? As it stands, the passage of time is heavily DM-oriented, and so it would leave a player entirely stranded. On the other spectrum, the adult forms are crazy imbalanced for even 1st level play.<br />
:*Eevelet legs doesn't really state a disadvantage to being on all fours all the time to always have 30 ft moving speed. If it does, they probably can't use their hands, which needs to be stated. Their swim speed is also strange. Why do they have that? Not even a wolf has that.<br />
:*Several of the "adult forms" have immunity, resistance, and a vulnerability. Immunity alone is already a lot, but you add on a resistance and then throw in a vulnerability to try and balance that out, but that's false balance in that case. See how official races handle resistance and how only ONE race ever had immunity (yuan-ti) and this was removed in a later publication :P And Oh look, Psyceon has THREE resistances.<br />
:*Language like "water-based spell that includes bludgeoning" is not well defined and therefore too vague to actual use. Also, healing from damage like that is broken. Unlimited healing if you have a friend with that spell! this applies to all the traits involved with type-damage healing in the page<br />
:*50 feet movement speed, unhampered, no limit, plus your idea of four legged running means 60 feet movement speed. That's double that of a normal creature race.<br />
:*thunderbolt deals more damage than a lot of cantrips. And it spams! :D<br />
:*Straight up unlimited force paralysis save spam (thunderwave, psyschock), unlimited ignite (willowisp)<br />
:*Fire fluff will literally allow you to deal 1st level spell level damage to anyone as a reaction that hits you in melee, which is a lot of enemies.<br />
:*Spell DCs are all wrong for Psyceon, They have their own. That's why you givve a spellcasting ability.<br />
:*Just have a friend hit you with some necrotic cantrip like chill touch and you can spam stun saves! (pitch black)<br />
:*Fakeout gives you surprised turn which isn't sensical since surprise is BEFORE actual combat. I'm not actually even sure what it means...<br />
:*So many of the DC calculations are all wrong. See how dragonborn breath weapon does it.<br />
:*Assurance and that 3d6 wow. Leaf blade, 2d8, ice beam, strangle...<br />
:This is a VERY BRIEF rundown of the trait list, and I am absolutely sure I missed some glaring issues. The balance problem is compounded by the poor wording. This isn't well thought out if you wanted progression. 5e measures in levels, not age.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 21:45, 30 January 2024 (MST)<br />
<br />
Ok, I'm going to run down what you told me:<br />
:*before the campaign even starts, you choose one eevaform to be. (why would you play a nine year old?)<br />
:*The swim speed was initially for surface swimming, and not underwater. only bubbleon has that under water swim. and why it's there is in the newest game "scarlet and violet"s DLC the indego disc, your eevee can swim. And I worded it wrong, it's unarmed, not unarmoured.<br />
:*the damage immunities, resistances, and vulnerabilities are because their elementals, and the element they represent make them immune to the damage they represent. Als, the vulnerability also is in that case, cause take frosteon for example, immunity to cold because the ice elemental, but fire vulnerability would melt ice.<br />
:*for all of your concerns for the absorbing damage, I can list it only works if it's from an enemy's attack, not alie.<br />
:*the attacks you listed I can put a recharge system to it, and the damage can increase each level so it's somewhat O.K. <br />
:*Most of racial traits are based of of the creatures on this wiki, or things like fake out or psyshock are made like nintendos.<br />
I think I covered most of what your saying--[[User:Frostboi27|Frostboi27]] ([[User talk:Frostboi27|talk]]) 08:47, 31 January 2024 (MST)<br />
:So, in other words, the eevaforms ARE SUBRACES :P <br />
:Players being pure elementals does not mean they should get all the bells and whistles elementals do. You are forgetting that, unlike something like 3.Xe, Creatures and players are EXTREMELY different in balancing! It's why official content is careful not to give players super powerful things like a dragon breath despite being a dragonborn or total nonmagical resistance to certain damage types like a construct (warforges are living constructs also for this reason)!<br />
:Pokemon as a game balance is also an extremely bad comparison to DnDs if you even just look at the difference of how their power levels are extremely different. It doesn't translate well and it just makes everything here unplayable. It needs to be balanced equivalent to a base race compared to first-party content.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 09:10, 6 February 2024 (MST)<br />
<br />
::There's almost no common traits between the subraces. What we have here are 8 different races. I will have a go at rewriting this. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:18, 7 February 2024 (MST)<br />
::Okay, eevlet's must be elementals only in a colloquial sense. In D&D elemetals come from the elemental planes, or are otherwise actually composed of elemental materials. Eevlet's might be _associated_ with an element, but are still flesh blood and fur, right? [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:40, 7 February 2024 (MST)<br />
::The problem with basing races on pokemon is that all their traits are going to be battle-focused. A good race might have a trait based on culture, such as a dwarf's "stonecunning" or a gnome's "speak with small beasts". [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:46, 7 February 2024 (MST)<br />
yes they are flesh and blood. they get perks from elementals tho--[[User:Frostboi27|Frostboi27]] ([[User talk:Frostboi27|talk]]) 08:11, 7 February 2024 (MST)<br />
:Okay cool. I am going to do my best with the subtypes to keep them balanced. If I remove a feature that you think is important, we can either make a racial class or (and I should have perhaps offered this with the Gandelren race) move the features to an optional feat. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 10:55, 7 February 2024 (MST)<br />
:Oki doki, I've finished working on the subraces. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 07:19, 8 February 2024 (MST)<br />
So, I've read these, and i'm impressed. the only problem I have is darkeons resistance to psychic. I'm going to change it to necrotic, and get rid of the necrotic from Nympeons. The one thing I don't like is bolteon increases dexterity more than strength, and the special extra feet of walking is gone, And that one was important.(P.S. You added umbreon to the alignments description ;) I'll fix it.)--[[User:Frostboi27|Frostboi27]] ([[User talk:Frostboi27|talk]]) 07:39, 8 February 2024 (MST)<br />
::Definitely more playable now, with the attacks being changed to cantrip levels and other Maras changes. Just the usual finishing touches of links and stuff and it should be good.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 07:47, 8 February 2024 (MST)<br />
::Personally it bugs me when people conflate "darkness" with "necrotic". Necrotic is to do with decay, the negative energy plane, sickness - perhaps radiation in a modern setting. I tried to unify the creatures by having a base +2 Dexterity so they have some commonality. If they are going to have different ability scores as well, you may as well make them separate races. The "special extra feet of walking" is still there, I called it "scamper". Oh, good spot with the umbreon :) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 10:10, 8 February 2024 (MST)<br />
no, I mean it makes more cents in my mind that darkeon has necrotic, and bolteon has at LEAST 5 extra ft of speed, and change it to dexterity instead.also, I would LOVE to have grasseon keep its "Leaf Blade" attack, cause then they get some offence attacks.--[[User:Frostboi27|Frostboi27]] ([[User talk:Frostboi27|talk]]) 10:34, 8 February 2024 (MST)<br />
:Oh, I see, the bolteon. Ignoring difficult terrain is already a powerful mobility trait, it will be zipping through rocks, mud, undergrowth etc that slows down other creatures; and potentially already at 40 feet speed which in my opinion is the maximum for a 1st player character. There are other ways to make something faster though, for example improve its Dash action or give it a once-per-day speed boost. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 00:54, 10 February 2024 (MST)<br />
:Just noticed the drawings, good job! [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 00:54, 10 February 2024 (MST)<br />
<br />
== Balance ==<br />
The rating system I use for assessing a race's balance is of course my own [[Marasmusine Meter (5e Guideline)]].<br />
<br />
Looking at the base traits:<br />
* (0.5) Scamper either doesn't help you at all (armoured character) or helps almost all the time. When assessing, we assume a best-case-scenario. 40 feet movement is at the top-end.<br />
* (0.5) Darkvision <br />
* (0.25) Extra Language<br />
<br />
Total 1.25.<br />
<br />
Let's look at bolteon, see if we can squeeze in another speed trait.<br />
* (0.5) Damage resistnance to an uncommon type<br />
* (0.5) Ignoring difficult terrain (although just a subcategory of terrain in this case) is useful almost all the time<br />
* (0.5) Thunderbolt is a cantrip equivalent<br />
<br />
The total is 2.75, which is within the balance threshold of 2.5 to 3. This makes it difficult to add further traits.<br />
<br />
Each subrace needs to be assessed for balance in this way, which might take a while, but that's what you get for a race with eight subraces :) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:11, 10 February 2024 (MST)</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=Talk:Eevlet_(5e_Race)&diff=1807703Talk:Eevlet (5e Race)2024-02-10T08:12:09Z<p>Marasmusine: /* Balance */</p>
<hr />
<div>== eevlet ==<br />
<br />
So, this is more for DnD, and not the pokemon DnD, and their is no subraces, their the adult forms, so they can have a purpose, and the transformation is permanent. I will give you they might be incorrect spelling, but the racial traits are limited, and only applies to that "eevaform", and the use of this race can change, if they played a bubbleon, and the next campaign the can choose to a darkeon. in my eyes, their quite balanced, and can be a great story builder.--[[User:Frostboi27|Frostboi27]] ([[User talk:Frostboi27|talk]]) 09:03, 17 January 2024 (MST)<br />
:But it is inspired by Pokemon. Credit should be given where it is due. Also, you're not making much sense, I'm afraid. Adult forms don't exist in 5e races. And the mechanic for aging into one of the forms is not detailed in the article. As for the traits of each of the -eons, I think your sense of balance is very skewed. A subrace that has immunity to one damage type AND resistance to another is already quite a chunk of a race budget. You also have unlimited attacks like a lightning shot you can spam, and it does more damage than any weapons of starting level. Min-maxing and saying vulnerability cancels out a strong trait is false balancing and forces players into a certain playstyle, as seen in 3.Xe. There are so many traits in each one of the -eons that are powerful in and of themselves, unless I am misunderstanding how this is structured.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 19:05, 23 January 2024 (MST)<br />
<br />
So, if you gave me a list of the traits that are overpowered in your opinion so I can explain them more clearly for you. and how else would I word how their forms change when they reach a certain age? And what I mean is is this race is for the standard DnD game. There's a pokemon version of the game, so thats why theyre called a "eevlet", and not Eevee.--[[User:Frostboi27|Frostboi27]] ([[User talk:Frostboi27|talk]]) 07:39, 24 January 2024 (MST)<br />
:So it is pokemon. Anyway, the disclaimer is up, so that's fine. As for the traits...<br />
:*Adult forms do not exist in 5e as 5e doesn't have the age descriptors of something like 3.Xe, which does account for this. So, this is a mechanic that should not exist without HEAVY work. Because if your player starts out as a baby, how many sessions will they have to be babies before they become adults? As it stands, the passage of time is heavily DM-oriented, and so it would leave a player entirely stranded. On the other spectrum, the adult forms are crazy imbalanced for even 1st level play.<br />
:*Eevelet legs doesn't really state a disadvantage to being on all fours all the time to always have 30 ft moving speed. If it does, they probably can't use their hands, which needs to be stated. Their swim speed is also strange. Why do they have that? Not even a wolf has that.<br />
:*Several of the "adult forms" have immunity, resistance, and a vulnerability. Immunity alone is already a lot, but you add on a resistance and then throw in a vulnerability to try and balance that out, but that's false balance in that case. See how official races handle resistance and how only ONE race ever had immunity (yuan-ti) and this was removed in a later publication :P And Oh look, Psyceon has THREE resistances.<br />
:*Language like "water-based spell that includes bludgeoning" is not well defined and therefore too vague to actual use. Also, healing from damage like that is broken. Unlimited healing if you have a friend with that spell! this applies to all the traits involved with type-damage healing in the page<br />
:*50 feet movement speed, unhampered, no limit, plus your idea of four legged running means 60 feet movement speed. That's double that of a normal creature race.<br />
:*thunderbolt deals more damage than a lot of cantrips. And it spams! :D<br />
:*Straight up unlimited force paralysis save spam (thunderwave, psyschock), unlimited ignite (willowisp)<br />
:*Fire fluff will literally allow you to deal 1st level spell level damage to anyone as a reaction that hits you in melee, which is a lot of enemies.<br />
:*Spell DCs are all wrong for Psyceon, They have their own. That's why you givve a spellcasting ability.<br />
:*Just have a friend hit you with some necrotic cantrip like chill touch and you can spam stun saves! (pitch black)<br />
:*Fakeout gives you surprised turn which isn't sensical since surprise is BEFORE actual combat. I'm not actually even sure what it means...<br />
:*So many of the DC calculations are all wrong. See how dragonborn breath weapon does it.<br />
:*Assurance and that 3d6 wow. Leaf blade, 2d8, ice beam, strangle...<br />
:This is a VERY BRIEF rundown of the trait list, and I am absolutely sure I missed some glaring issues. The balance problem is compounded by the poor wording. This isn't well thought out if you wanted progression. 5e measures in levels, not age.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 21:45, 30 January 2024 (MST)<br />
<br />
Ok, I'm going to run down what you told me:<br />
:*before the campaign even starts, you choose one eevaform to be. (why would you play a nine year old?)<br />
:*The swim speed was initially for surface swimming, and not underwater. only bubbleon has that under water swim. and why it's there is in the newest game "scarlet and violet"s DLC the indego disc, your eevee can swim. And I worded it wrong, it's unarmed, not unarmoured.<br />
:*the damage immunities, resistances, and vulnerabilities are because their elementals, and the element they represent make them immune to the damage they represent. Als, the vulnerability also is in that case, cause take frosteon for example, immunity to cold because the ice elemental, but fire vulnerability would melt ice.<br />
:*for all of your concerns for the absorbing damage, I can list it only works if it's from an enemy's attack, not alie.<br />
:*the attacks you listed I can put a recharge system to it, and the damage can increase each level so it's somewhat O.K. <br />
:*Most of racial traits are based of of the creatures on this wiki, or things like fake out or psyshock are made like nintendos.<br />
I think I covered most of what your saying--[[User:Frostboi27|Frostboi27]] ([[User talk:Frostboi27|talk]]) 08:47, 31 January 2024 (MST)<br />
:So, in other words, the eevaforms ARE SUBRACES :P <br />
:Players being pure elementals does not mean they should get all the bells and whistles elementals do. You are forgetting that, unlike something like 3.Xe, Creatures and players are EXTREMELY different in balancing! It's why official content is careful not to give players super powerful things like a dragon breath despite being a dragonborn or total nonmagical resistance to certain damage types like a construct (warforges are living constructs also for this reason)!<br />
:Pokemon as a game balance is also an extremely bad comparison to DnDs if you even just look at the difference of how their power levels are extremely different. It doesn't translate well and it just makes everything here unplayable. It needs to be balanced equivalent to a base race compared to first-party content.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 09:10, 6 February 2024 (MST)<br />
<br />
::There's almost no common traits between the subraces. What we have here are 8 different races. I will have a go at rewriting this. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:18, 7 February 2024 (MST)<br />
::Okay, eevlet's must be elementals only in a colloquial sense. In D&D elemetals come from the elemental planes, or are otherwise actually composed of elemental materials. Eevlet's might be _associated_ with an element, but are still flesh blood and fur, right? [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:40, 7 February 2024 (MST)<br />
::The problem with basing races on pokemon is that all their traits are going to be battle-focused. A good race might have a trait based on culture, such as a dwarf's "stonecunning" or a gnome's "speak with small beasts". [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:46, 7 February 2024 (MST)<br />
yes they are flesh and blood. they get perks from elementals tho--[[User:Frostboi27|Frostboi27]] ([[User talk:Frostboi27|talk]]) 08:11, 7 February 2024 (MST)<br />
:Okay cool. I am going to do my best with the subtypes to keep them balanced. If I remove a feature that you think is important, we can either make a racial class or (and I should have perhaps offered this with the Gandelren race) move the features to an optional feat. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 10:55, 7 February 2024 (MST)<br />
:Oki doki, I've finished working on the subraces. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 07:19, 8 February 2024 (MST)<br />
So, I've read these, and i'm impressed. the only problem I have is darkeons resistance to psychic. I'm going to change it to necrotic, and get rid of the necrotic from Nympeons. The one thing I don't like is bolteon increases dexterity more than strength, and the special extra feet of walking is gone, And that one was important.(P.S. You added umbreon to the alignments description ;) I'll fix it.)--[[User:Frostboi27|Frostboi27]] ([[User talk:Frostboi27|talk]]) 07:39, 8 February 2024 (MST)<br />
::Definitely more playable now, with the attacks being changed to cantrip levels and other Maras changes. Just the usual finishing touches of links and stuff and it should be good.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 07:47, 8 February 2024 (MST)<br />
::Personally it bugs me when people conflate "darkness" with "necrotic". Necrotic is to do with decay, the negative energy plane, sickness - perhaps radiation in a modern setting. I tried to unify the creatures by having a base +2 Dexterity so they have some commonality. If they are going to have different ability scores as well, you may as well make them separate races. The "special extra feet of walking" is still there, I called it "scamper". Oh, good spot with the umbreon :) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 10:10, 8 February 2024 (MST)<br />
no, I mean it makes more cents in my mind that darkeon has necrotic, and bolteon has at LEAST 5 extra ft of speed, and change it to dexterity instead.also, I would LOVE to have grasseon keep its "Leaf Blade" attack, cause then they get some offence attacks.--[[User:Frostboi27|Frostboi27]] ([[User talk:Frostboi27|talk]]) 10:34, 8 February 2024 (MST)<br />
:Oh, I see, the bolteon. Ignoring difficult terrain is already a powerful mobility trait, it will be zipping through rocks, mud, undergrowth etc that slows down other creatures; and potentially already at 40 feet speed which in my opinion is the maximum for a 1st player character. There are other ways to make something faster though, for example improve its Dash action or give it a once-per-day speed boost. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 00:54, 10 February 2024 (MST)<br />
:Just noticed the drawings, good job! [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 00:54, 10 February 2024 (MST)<br />
<br />
== Balance ==<br />
The rating system I use for assessing a race's balance is of course my own [[Marasmusine Meter (5e Guideline)]].<br />
<br />
Looking at the base traits:<br />
* (0.5) Scamper either doesn't help you at all (armoured character) or helps almost all the time. When assessing, we assume a best-case-scenario. 40 feet movement is at the top-end.<br />
* (0.5) Darkvision <br />
<br />
Total 1.<br />
<br />
Let's look at bolteon, see if we can squeeze in another speed trait.<br />
* (0.5) Damage resistnance to an uncommon type<br />
* (0.5) Ignoring difficult terrain (although just a subcategory of terrain in this case) is useful almost all the time<br />
* (0.5) Thunderbolt is a cantrip equivalent<br />
<br />
The total is 2.5, which is within the balance threshold of 2.5 to 3. We could add another minor feature, for example: You can use a bonus action to take the Dash action. You must finish a long rest before you can do so again.<br />
<br />
Each subrace needs to be assessed for balance in this way, which might take a while, but that's what you get for a race with eight subraces :) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:11, 10 February 2024 (MST)</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=Talk:Eevlet_(5e_Race)&diff=1807702Talk:Eevlet (5e Race)2024-02-10T08:11:38Z<p>Marasmusine: </p>
<hr />
<div>== eevlet ==<br />
<br />
So, this is more for DnD, and not the pokemon DnD, and their is no subraces, their the adult forms, so they can have a purpose, and the transformation is permanent. I will give you they might be incorrect spelling, but the racial traits are limited, and only applies to that "eevaform", and the use of this race can change, if they played a bubbleon, and the next campaign the can choose to a darkeon. in my eyes, their quite balanced, and can be a great story builder.--[[User:Frostboi27|Frostboi27]] ([[User talk:Frostboi27|talk]]) 09:03, 17 January 2024 (MST)<br />
:But it is inspired by Pokemon. Credit should be given where it is due. Also, you're not making much sense, I'm afraid. Adult forms don't exist in 5e races. And the mechanic for aging into one of the forms is not detailed in the article. As for the traits of each of the -eons, I think your sense of balance is very skewed. A subrace that has immunity to one damage type AND resistance to another is already quite a chunk of a race budget. You also have unlimited attacks like a lightning shot you can spam, and it does more damage than any weapons of starting level. Min-maxing and saying vulnerability cancels out a strong trait is false balancing and forces players into a certain playstyle, as seen in 3.Xe. There are so many traits in each one of the -eons that are powerful in and of themselves, unless I am misunderstanding how this is structured.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 19:05, 23 January 2024 (MST)<br />
<br />
So, if you gave me a list of the traits that are overpowered in your opinion so I can explain them more clearly for you. and how else would I word how their forms change when they reach a certain age? And what I mean is is this race is for the standard DnD game. There's a pokemon version of the game, so thats why theyre called a "eevlet", and not Eevee.--[[User:Frostboi27|Frostboi27]] ([[User talk:Frostboi27|talk]]) 07:39, 24 January 2024 (MST)<br />
:So it is pokemon. Anyway, the disclaimer is up, so that's fine. As for the traits...<br />
:*Adult forms do not exist in 5e as 5e doesn't have the age descriptors of something like 3.Xe, which does account for this. So, this is a mechanic that should not exist without HEAVY work. Because if your player starts out as a baby, how many sessions will they have to be babies before they become adults? As it stands, the passage of time is heavily DM-oriented, and so it would leave a player entirely stranded. On the other spectrum, the adult forms are crazy imbalanced for even 1st level play.<br />
:*Eevelet legs doesn't really state a disadvantage to being on all fours all the time to always have 30 ft moving speed. If it does, they probably can't use their hands, which needs to be stated. Their swim speed is also strange. Why do they have that? Not even a wolf has that.<br />
:*Several of the "adult forms" have immunity, resistance, and a vulnerability. Immunity alone is already a lot, but you add on a resistance and then throw in a vulnerability to try and balance that out, but that's false balance in that case. See how official races handle resistance and how only ONE race ever had immunity (yuan-ti) and this was removed in a later publication :P And Oh look, Psyceon has THREE resistances.<br />
:*Language like "water-based spell that includes bludgeoning" is not well defined and therefore too vague to actual use. Also, healing from damage like that is broken. Unlimited healing if you have a friend with that spell! this applies to all the traits involved with type-damage healing in the page<br />
:*50 feet movement speed, unhampered, no limit, plus your idea of four legged running means 60 feet movement speed. That's double that of a normal creature race.<br />
:*thunderbolt deals more damage than a lot of cantrips. And it spams! :D<br />
:*Straight up unlimited force paralysis save spam (thunderwave, psyschock), unlimited ignite (willowisp)<br />
:*Fire fluff will literally allow you to deal 1st level spell level damage to anyone as a reaction that hits you in melee, which is a lot of enemies.<br />
:*Spell DCs are all wrong for Psyceon, They have their own. That's why you givve a spellcasting ability.<br />
:*Just have a friend hit you with some necrotic cantrip like chill touch and you can spam stun saves! (pitch black)<br />
:*Fakeout gives you surprised turn which isn't sensical since surprise is BEFORE actual combat. I'm not actually even sure what it means...<br />
:*So many of the DC calculations are all wrong. See how dragonborn breath weapon does it.<br />
:*Assurance and that 3d6 wow. Leaf blade, 2d8, ice beam, strangle...<br />
:This is a VERY BRIEF rundown of the trait list, and I am absolutely sure I missed some glaring issues. The balance problem is compounded by the poor wording. This isn't well thought out if you wanted progression. 5e measures in levels, not age.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 21:45, 30 January 2024 (MST)<br />
<br />
Ok, I'm going to run down what you told me:<br />
:*before the campaign even starts, you choose one eevaform to be. (why would you play a nine year old?)<br />
:*The swim speed was initially for surface swimming, and not underwater. only bubbleon has that under water swim. and why it's there is in the newest game "scarlet and violet"s DLC the indego disc, your eevee can swim. And I worded it wrong, it's unarmed, not unarmoured.<br />
:*the damage immunities, resistances, and vulnerabilities are because their elementals, and the element they represent make them immune to the damage they represent. Als, the vulnerability also is in that case, cause take frosteon for example, immunity to cold because the ice elemental, but fire vulnerability would melt ice.<br />
:*for all of your concerns for the absorbing damage, I can list it only works if it's from an enemy's attack, not alie.<br />
:*the attacks you listed I can put a recharge system to it, and the damage can increase each level so it's somewhat O.K. <br />
:*Most of racial traits are based of of the creatures on this wiki, or things like fake out or psyshock are made like nintendos.<br />
I think I covered most of what your saying--[[User:Frostboi27|Frostboi27]] ([[User talk:Frostboi27|talk]]) 08:47, 31 January 2024 (MST)<br />
:So, in other words, the eevaforms ARE SUBRACES :P <br />
:Players being pure elementals does not mean they should get all the bells and whistles elementals do. You are forgetting that, unlike something like 3.Xe, Creatures and players are EXTREMELY different in balancing! It's why official content is careful not to give players super powerful things like a dragon breath despite being a dragonborn or total nonmagical resistance to certain damage types like a construct (warforges are living constructs also for this reason)!<br />
:Pokemon as a game balance is also an extremely bad comparison to DnDs if you even just look at the difference of how their power levels are extremely different. It doesn't translate well and it just makes everything here unplayable. It needs to be balanced equivalent to a base race compared to first-party content.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 09:10, 6 February 2024 (MST)<br />
<br />
::There's almost no common traits between the subraces. What we have here are 8 different races. I will have a go at rewriting this. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:18, 7 February 2024 (MST)<br />
::Okay, eevlet's must be elementals only in a colloquial sense. In D&D elemetals come from the elemental planes, or are otherwise actually composed of elemental materials. Eevlet's might be _associated_ with an element, but are still flesh blood and fur, right? [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:40, 7 February 2024 (MST)<br />
::The problem with basing races on pokemon is that all their traits are going to be battle-focused. A good race might have a trait based on culture, such as a dwarf's "stonecunning" or a gnome's "speak with small beasts". [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:46, 7 February 2024 (MST)<br />
yes they are flesh and blood. they get perks from elementals tho--[[User:Frostboi27|Frostboi27]] ([[User talk:Frostboi27|talk]]) 08:11, 7 February 2024 (MST)<br />
:Okay cool. I am going to do my best with the subtypes to keep them balanced. If I remove a feature that you think is important, we can either make a racial class or (and I should have perhaps offered this with the Gandelren race) move the features to an optional feat. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 10:55, 7 February 2024 (MST)<br />
:Oki doki, I've finished working on the subraces. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 07:19, 8 February 2024 (MST)<br />
So, I've read these, and i'm impressed. the only problem I have is darkeons resistance to psychic. I'm going to change it to necrotic, and get rid of the necrotic from Nympeons. The one thing I don't like is bolteon increases dexterity more than strength, and the special extra feet of walking is gone, And that one was important.(P.S. You added umbreon to the alignments description ;) I'll fix it.)--[[User:Frostboi27|Frostboi27]] ([[User talk:Frostboi27|talk]]) 07:39, 8 February 2024 (MST)<br />
::Definitely more playable now, with the attacks being changed to cantrip levels and other Maras changes. Just the usual finishing touches of links and stuff and it should be good.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 07:47, 8 February 2024 (MST)<br />
::Personally it bugs me when people conflate "darkness" with "necrotic". Necrotic is to do with decay, the negative energy plane, sickness - perhaps radiation in a modern setting. I tried to unify the creatures by having a base +2 Dexterity so they have some commonality. If they are going to have different ability scores as well, you may as well make them separate races. The "special extra feet of walking" is still there, I called it "scamper". Oh, good spot with the umbreon :) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 10:10, 8 February 2024 (MST)<br />
no, I mean it makes more cents in my mind that darkeon has necrotic, and bolteon has at LEAST 5 extra ft of speed, and change it to dexterity instead.also, I would LOVE to have grasseon keep its "Leaf Blade" attack, cause then they get some offence attacks.--[[User:Frostboi27|Frostboi27]] ([[User talk:Frostboi27|talk]]) 10:34, 8 February 2024 (MST)<br />
:Oh, I see, the bolteon. Ignoring difficult terrain is already a powerful mobility trait, it will be zipping through rocks, mud, undergrowth etc that slows down other creatures; and potentially already at 40 feet speed which in my opinion is the maximum for a 1st player character. There are other ways to make something faster though, for example improve its Dash action or give it a once-per-day speed boost. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 00:54, 10 February 2024 (MST)<br />
:Just noticed the drawings, good job! [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 00:54, 10 February 2024 (MST)<br />
<br />
== Balance ==<br />
The rating system I use for assessing a race's balance is of course my own [[Marasmusine Meter (5e Guideline)]].<br />
<br />
Looking at the base traits:<br />
* (0.5) Scamper either doesn't help you at all (armoured character) or helps almost all the time. When assessing, we assume a best-case-scenario. 40 feet movement is at the top-end.<br />
* (0.5) Darkvision <br />
<br />
Total 1.<br />
<br />
Let's look at bolteon, see if we can squeeze in another speed trait.<br />
* (0.5) Damage resistnance to an uncommon type<br />
* (0.5) Ignoring difficult terrain (although just a subcategory of terrain in this case) is useful almost all the time<br />
* (0.5) Thunderbolt is a cantrip equivalent<br />
<br />
The total is 2.5, which is within the balance threshold of 2.5 to 3. We could add another minor feature, for example: You can use a bonus action to take the Dash action. You must finish a long rest before you can do so again.<br />
<br />
Each subrace needs to be assessed for balance in this way. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:11, 10 February 2024 (MST)</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=Eevlet_(5e_Race)&diff=1807699Eevlet (5e Race)2024-02-10T07:57:08Z<p>Marasmusine: ability score improvements, changing to 2/1 split.</p>
<hr />
<div>{{Copyright Disclaimer|owner=Creatures Inc.''', '''Game Freak''', and '''Nintendo|franchise=Pokémon}}<br />
== eevlet ==<br />
<!--Optional: Lead paragraph, a quote for example.--><br />
[[File:Bubbleon mage.jpg|300px|thumb|left|a bubbleon mage]]<br />
[[File:Bolteon paladin.jpg|300px|thumb|right|a bolteon paladin]]<br />
[[File:Flameon barbarian.jpg|300px|thumb|left|a flameon barbarian]]<br />
===Physical Description===<br />
The young eevlet has brown fur with luxurious white neck ruffs, a fluffy tail, and large black eyes. A bubbleon has blue skin without fur, as well as finned manes, tails, and claws suited for an aquatic lifestyle. The bolteon's fur is spiked and yellow in color, without a tail but with tail-like spines where one would normally be located. Its neck ruffs are also white and spiked. A flameon resembles an eevlet but with orange-tinged fur and yellow or orange neck and tail furnishings. psyceon has pink or purple fur with a gemstone set in its forehead; its tail is thin and bifurcated. A darkeon is utterly black in coloration with yellow rings adorning its forehead, ears, tail, arms, and legs. grasseon's coat is yellowish with leaf-shaped ears and tail; its leaf-like hair forms a question mark shape and grass grows from its chest, wrists, and ankles. A frosteon has light cyan fur with a flat tail bearing blue diamond shapes on its extremities and trailing ribbons from its head. A nympeon has light pink fur with four ribbons and a smaller, darker pink tail. All have an anthropomorphic, fox-like stance and demeanor.<br />
<br />
===Society and History===<br />
The eevlet and eevaforms all revere the great deity Arceus above all others. At nine years of age, an eevlet undergoes a solemn ritual that transforms it permanently into one of the eight canonical eevaform types. Without this rite of passage, an eevlet would remain in that form for its entire natural lifespan. These peoples establish self-contained settlements exclusively for eevlets and eevaforms, catering specialized facilities to each eevaform type - aquatic pools for bubbleons, gymnasiums for bolteons, hot springs for flameons, libraries for psyceons, battle halls for darkeons, gardens for grasseons, snow domes for frosteons, and gentleman's clubs for nympeons. Members of all eevaform varieties may access any establishments within their communal hamlets.<br />
<br />
===Eevlet Names===<br />
Eevlet names are common, and when they undergo the ritral, they get names based on their eevaform.<br />
<br />
'''male eevlet names:''' John, Dave, Billy<br />
<br />
'''female eevlet names:''' Penny, Christein, Joise<br />
----<br />
'''male bubbleon names:''' Riptide, Webs, Shark<br />
<br />
'''female bubbleon names:''' Tsunami, Coral, Anemone<br />
----<br />
'''male bolteon names:''' Bolt, Thor, Radian<br />
<br />
'''female bolteon names:''' Inani, Gamma, Bronte<br />
----<br />
'''male flameon names:''' Burn, Flare, Ash<br />
<br />
'''female flameon names:''' Ember, Cyra, Brigid<br />
----<br />
'''male psyceon names:''' Aladdin, Ambrose, Cyfrin<br />
<br />
'''female psyceon names:''' Diana, Eos, Evelina<br />
----<br />
'''male darkeon names:''' Balam, Acheron, Christopher <br />
<br />
'''female darkeon names:''' Lilith, Luna, Maleficent<br />
----<br />
'''male grasseon names:''' Brich, Wolfsbane, Venus<br />
<br />
'''female grasseon names:''' Ivy, Sundew, Willow<br />
----<br />
'''male frosteon names:''' Frost, Boreas, Chill<br />
<br />
'''female frosteon names:''' Crystel, Winter, Aurora<br />
----<br />
'''male nympeon names:''' Archer, Arcenio, Gardevoir<br />
<br />
'''female nympeon names:''' Sylvia, Tiana, Pixie<br />
----<br />
<br />
===Eevlet Traits===<br />
{{5e Racial Traits<br />
|summary=Small natural elementals who grow and morph into 8 different eevaforms, of the water, thunder, fire, eon, dark, life, ice, and light elements.<br />
|abilities=Your Dexterity score increases by 1.<br />
|age=Eevlet's mature at around 9 years old, the time they grow into a eevaform. They can live to about 90 years.<br />
|alignment=The alignments of the eevlets and eevaforms are intimately tied to their transformation rituals and the nature spirits they embody. As young eevlets, they have a neutral disposition, in tune with nature but not yet manifesting stronger tendencies. However, the ritual each undergoes to ascend to their eevaform calling profoundly shapes their worldview and ethics. Bubbleons adopt a lawful or good bent, respecting the natural order of the waters. Bolteons are often chaotic or neutral in reverence of thunder's untamable power. Flameons frequently embody lawfulness, warmth, and protection. Psyceons and nympheons embrace good-aligned insights. Darkeons take on neutral or evil alignments befitting shadows and mysteries. Grasseons and frosteons find harmony in nature's neutral rhythms. Though starting as neutrals, the alignments of eevlets are malleable, determined by which elemental spirit calls them into maturity and guides their role within their communities.<br />
|size= Standing upright, an eevlet is between 5 and 7 feet tall. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|languages= You can speak, read, and write Common and one other language of your choice. <br />
|trait1=Scamper<br />
|description1=If you are not holding anything in your hands and you are wearing no or light armor, your walking speed increases by 10 feet.<br />
|trait2=Darkvision<br />
|description2=You can see in dim light 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.<br />
|subrace=Choose a subrace: bubbleon, bolteon, flameon, psyceon, darkeon, grasseon, frosteon or nypeon.<br />
}}<br />
<br />
====Bubbleon====<br />
{{5e Subrace Traits<br />
|abilities=Your Constitution score increases by 2.<br />
|trait1=Elemental Water Infusion<br />
|description1=You have resistance to acid damage.<br />
|trait2=Amphibious<br />
|description2=You have a swim speed of 30 feet. You can breathe in water and air.<br />
|trait3=Aqua Camouflage<br />
|description3=When you take the Hide action and you are in water, you have advantage on the Dexterity (Stealth) check.<br />
|trait4=Hydro Pump<br />
|description4=As an action, you can release a geyser of water out of your mouth. Choose a creature you can see within 60 feet. Make a ranged weapon attack against that creature. On a hit you deal 1d10 bludgeoning damage. This increases to 2d10 when you reach 5th level, 3d10 at 11th level and 4d10 at 17th level. Furthermore, you can use hydro pump to extinguish a nonmagical fire you can see within 60 feet in a 5-foot square.<br />
<br />
}}<br />
<br />
====Bolteon====<br />
{{5e Subrace Traits<br />
|abilities=Your Strength score increases by 1 and your Dexterity increases by a further 1.<br />
|trait1=Elemental Lightning Infusion<br />
|description1=You have resistance to lightning damage.<br />
|trait2=Jolting Speed<br />
|description2=You ignore difficult terrain cause by natural terrain.<br />
|trait4=Thunder Bolt<br />
|description4=As an action, you can release a bolt of lightning from your body. Choose a creature you can see within 60 feet. Make a ranged weapon attack against that creature. On a hit you deal 1d10 lightning damage. This increases to 2d10 when you reach 5th level, 3d10 at 11th level and 4d10 at 17th level. <br />
<br />
}}<br />
<br />
====Flameon====<br />
{{5e Subrace Traits<br />
|abilities=Your Constitution score increases by 2.<br />
|trait1=Elemental Fire Infusion<br />
|description1=You have resistance to fire damage.<br />
|trait2=Sunny Days<br />
|description2=You can use an action to begin emitting sunlight. You emit bright light to 30 feet and dim light a further 30 feet. This light persists until you end it on your turn &ndash; no action required &ndash; or you fall unconscious. When a creature in this bright light takes fire damage, it takes a further 2 fire damage. This increases to 4 damage at 5th level, 6 damage at 11th level and 8 damage at 17th level.<br />
|trait3=Fire Fluff<br />
|description3=You may ignite a flammable object by touching it. Furthermore, a creature grappling you takes 1d6 fire damage at the start of its turn. This increases to 2d6 damage when you reach 5th level, 3d6 at 11th level and 4d6 at 17th level.<br />
<br />
}}<br />
<br />
====Psyceon====<br />
{{5e Subrace Traits<br />
|abilities=Your Intelligence score increases by 2.<br />
|trait1=Elemental Eon Infusion<br />
|description1=You have resistance to psychic damage.<br />
|trait2=Pychic Mind<br />
|description2=You can communicate telepathically with any creature you can see within 30 feet of you.<br />
|trait3=Eon Psionics<br />
|description3=You know the ''lights'' cantrip. When you reach 3rd level, you can cast the ''command'' spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the ''moonbeam'' spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.<br />
}}<br />
<br />
====Darkeon====<br />
{{5e Subrace Traits<br />
|abilities=Your Strength score increases by 2.<br />
|trait1=Elemental Darkness Infusion<br />
|description1=You have resistance to Necrotic damage.<br />
|trait2=Fake Out<br />
|description2=On your first turn after rolling initiative, if you hit a creature with an attack, that creature has disadvantage on its next attack roll made before the end of its next turn. <br />
|trait3=Moonly Glow<br />
|description3=You know the ''faerie fire'' cantrip.<br />
|trait4=Assurance<br />
|description4=When you hit a creature with an attack, instead of rolling for damage you instead deal the maximum damage for that attack. You must finish a short or long rest before you can do so again.<br />
}}<br />
<br />
====Grasseon====<br />
{{5e Subrace Traits<br />
|abilities=Your Wisdom score increases by 2.<br />
|trait1=Elemental Life Infusion<br />
|description1=You have advantage on saving throws against poison, and you have resistance against poison damage.<br />
|trait2=Plant-Like<br />
|description2=You have advantage on Dexterity (Stealth) checks to hide in foilage.<br />
|trait3=Chlorophyll<br />
|description3=When you are in bright sunlight, you have advantage on initiative rolls.<br />
|trait4=Leaf Guard<br />
|description4=If you are subject to fire or necrotic damage, and the damage dealt is 4 or less, you instead take no damage. This increases to 6 damage at 5th level, 8 damage at 11th level and 10 damage at 17th level.<br />
}}<br />
<br />
====Frosteon====<br />
{{5e Subrace Traits<br />
|abilities=Your Constitution score increases by 2.<br />
|trait1=Elemental Ice Infusion<br />
|description1=You have resistance to cold damage.<br />
|trait2=Snow Adaptation<br />
|description2=You have advantage on Dexterity (Stealth) checks to hide in ice or snow. Furthermore, you ignore difficult terrain caused by ice or snow.<br />
|trait3=Ice Beam<br />
|description3=You can use your action to emite a beam of ice from your mouth. Each creature in a 5 by 30 ft. line must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 cold damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your ice beam, you can’t use it again until you complete a short or long rest.<br />
}}<br />
<br />
====Nympeon traits====<br />
{{5e Subrace Traits<br />
|abilities=Your Charisma score increases by 2.<br />
|trait1=Elemental Light Infusion<br />
|description1=You have resistance to radiant damage.<br />
|trait2=Moonbeam<br />
|description2= When you reach 5th level, you can cast the ''moonbeam'' spell once with this trait and regain the ability to do so when you finish a long rest.<br />
|trait3=Ribbons<br />
|description3=You have four ribbons. You can use a ribbon for one of the following effects. Each ribbon can be used once. You regain all the uses of your ribbons when you finish a long rest.<br />
* Reach 30 feet and make one object interaction<br />
* Choose a humanoid you can see within 30 feet. You learn that creature's prevailing emotion. If the target is not humanoid or is immune to being charmed, you sense that it is calm.<br />
* Make a grapple check against a creature within 30 feet. If you succeed the contested grapple check by 5 or more against a humanoid, you strangle the target, dealing 2d6 bludgeoning damage.<br />
}}<br />
<br />
===Random Height and Weight===<br />
eevaform<br />
{{heightweight<br />
|name=eevaform<br />
|feet=6 ft<br />
|inches=<br />
|heightmod=2d12<br />
|weight=90 lbs<br />
|weightmod=2d10<br />
}}<br />
eevlet<br />
{{heightweight<br />
|name=eevlet<br />
|feet=2 ft<br />
|inches=<br />
|heightmod=2d12<br />
|weight=35 lbs.<br />
|weightmod=2d10<br />
}}<br />
<br />
== Eevlet Feats ==<br />
When your eevlet character gains a level and receives the Ability Score Increase feature, you may instead take one of the following eevlet feats.<br />
<br />
=== Absorb Element ===<br />
''Prerequisite:'' Eevlet race; bubbleon, bolteon, flameon, frosteon or nympeon subrace<br />
<br />
When you are subjected to damage of a certain type, you take no damage and instead regain a number of hit points equal to the damage of that type. You must finish a long rest before you can use this feature again.<br />
<br />
The damage type depends on your eevlet subrace, as follows.<br />
<br />
* Bubbleon &ndash; acid<br />
* Bolteon &ndash; lightning<br />
* Flameon &ndash; fire<br />
* Frosteon &ndash; cold<br />
* Nympeon &ndash; radiant<br />
<br />
=== Psychic Body ===<br />
''Prerequisite:'' Eevlet race, psyceon subrace<br />
<br />
When you are subjected to psychic damage, you take no damage. Instead, choose one creature you can see within 30 feet: that creature takes the psychic damage instead. You must finish a long rest before you can use this feature again.<br />
<br />
=== Pitch-Black ===<br />
''Prerequisite:'' Eevlet race, darkeon subrace<br />
<br />
When you are subjected to necrotic damage, you take no damage. Instead, choose one creature you can see within 30 feet. That creature must make a Wisdom saving throw. The DC equals 10 or half the necrotic damage, whichever number is higher. On a failed save, the creature is stunned until the end of its next turn. You must finish a long rest before you can use this feature again.<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:user]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <br />
[[Category:Elemental Type]]</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=Talk:Eevlet_(5e_Race)&diff=1807698Talk:Eevlet (5e Race)2024-02-10T07:54:40Z<p>Marasmusine: </p>
<hr />
<div>== eevlet ==<br />
<br />
So, this is more for DnD, and not the pokemon DnD, and their is no subraces, their the adult forms, so they can have a purpose, and the transformation is permanent. I will give you they might be incorrect spelling, but the racial traits are limited, and only applies to that "eevaform", and the use of this race can change, if they played a bubbleon, and the next campaign the can choose to a darkeon. in my eyes, their quite balanced, and can be a great story builder.--[[User:Frostboi27|Frostboi27]] ([[User talk:Frostboi27|talk]]) 09:03, 17 January 2024 (MST)<br />
:But it is inspired by Pokemon. Credit should be given where it is due. Also, you're not making much sense, I'm afraid. Adult forms don't exist in 5e races. And the mechanic for aging into one of the forms is not detailed in the article. As for the traits of each of the -eons, I think your sense of balance is very skewed. A subrace that has immunity to one damage type AND resistance to another is already quite a chunk of a race budget. You also have unlimited attacks like a lightning shot you can spam, and it does more damage than any weapons of starting level. Min-maxing and saying vulnerability cancels out a strong trait is false balancing and forces players into a certain playstyle, as seen in 3.Xe. There are so many traits in each one of the -eons that are powerful in and of themselves, unless I am misunderstanding how this is structured.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 19:05, 23 January 2024 (MST)<br />
<br />
So, if you gave me a list of the traits that are overpowered in your opinion so I can explain them more clearly for you. and how else would I word how their forms change when they reach a certain age? And what I mean is is this race is for the standard DnD game. There's a pokemon version of the game, so thats why theyre called a "eevlet", and not Eevee.--[[User:Frostboi27|Frostboi27]] ([[User talk:Frostboi27|talk]]) 07:39, 24 January 2024 (MST)<br />
:So it is pokemon. Anyway, the disclaimer is up, so that's fine. As for the traits...<br />
:*Adult forms do not exist in 5e as 5e doesn't have the age descriptors of something like 3.Xe, which does account for this. So, this is a mechanic that should not exist without HEAVY work. Because if your player starts out as a baby, how many sessions will they have to be babies before they become adults? As it stands, the passage of time is heavily DM-oriented, and so it would leave a player entirely stranded. On the other spectrum, the adult forms are crazy imbalanced for even 1st level play.<br />
:*Eevelet legs doesn't really state a disadvantage to being on all fours all the time to always have 30 ft moving speed. If it does, they probably can't use their hands, which needs to be stated. Their swim speed is also strange. Why do they have that? Not even a wolf has that.<br />
:*Several of the "adult forms" have immunity, resistance, and a vulnerability. Immunity alone is already a lot, but you add on a resistance and then throw in a vulnerability to try and balance that out, but that's false balance in that case. See how official races handle resistance and how only ONE race ever had immunity (yuan-ti) and this was removed in a later publication :P And Oh look, Psyceon has THREE resistances.<br />
:*Language like "water-based spell that includes bludgeoning" is not well defined and therefore too vague to actual use. Also, healing from damage like that is broken. Unlimited healing if you have a friend with that spell! this applies to all the traits involved with type-damage healing in the page<br />
:*50 feet movement speed, unhampered, no limit, plus your idea of four legged running means 60 feet movement speed. That's double that of a normal creature race.<br />
:*thunderbolt deals more damage than a lot of cantrips. And it spams! :D<br />
:*Straight up unlimited force paralysis save spam (thunderwave, psyschock), unlimited ignite (willowisp)<br />
:*Fire fluff will literally allow you to deal 1st level spell level damage to anyone as a reaction that hits you in melee, which is a lot of enemies.<br />
:*Spell DCs are all wrong for Psyceon, They have their own. That's why you givve a spellcasting ability.<br />
:*Just have a friend hit you with some necrotic cantrip like chill touch and you can spam stun saves! (pitch black)<br />
:*Fakeout gives you surprised turn which isn't sensical since surprise is BEFORE actual combat. I'm not actually even sure what it means...<br />
:*So many of the DC calculations are all wrong. See how dragonborn breath weapon does it.<br />
:*Assurance and that 3d6 wow. Leaf blade, 2d8, ice beam, strangle...<br />
:This is a VERY BRIEF rundown of the trait list, and I am absolutely sure I missed some glaring issues. The balance problem is compounded by the poor wording. This isn't well thought out if you wanted progression. 5e measures in levels, not age.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 21:45, 30 January 2024 (MST)<br />
<br />
Ok, I'm going to run down what you told me:<br />
:*before the campaign even starts, you choose one eevaform to be. (why would you play a nine year old?)<br />
:*The swim speed was initially for surface swimming, and not underwater. only bubbleon has that under water swim. and why it's there is in the newest game "scarlet and violet"s DLC the indego disc, your eevee can swim. And I worded it wrong, it's unarmed, not unarmoured.<br />
:*the damage immunities, resistances, and vulnerabilities are because their elementals, and the element they represent make them immune to the damage they represent. Als, the vulnerability also is in that case, cause take frosteon for example, immunity to cold because the ice elemental, but fire vulnerability would melt ice.<br />
:*for all of your concerns for the absorbing damage, I can list it only works if it's from an enemy's attack, not alie.<br />
:*the attacks you listed I can put a recharge system to it, and the damage can increase each level so it's somewhat O.K. <br />
:*Most of racial traits are based of of the creatures on this wiki, or things like fake out or psyshock are made like nintendos.<br />
I think I covered most of what your saying--[[User:Frostboi27|Frostboi27]] ([[User talk:Frostboi27|talk]]) 08:47, 31 January 2024 (MST)<br />
:So, in other words, the eevaforms ARE SUBRACES :P <br />
:Players being pure elementals does not mean they should get all the bells and whistles elementals do. You are forgetting that, unlike something like 3.Xe, Creatures and players are EXTREMELY different in balancing! It's why official content is careful not to give players super powerful things like a dragon breath despite being a dragonborn or total nonmagical resistance to certain damage types like a construct (warforges are living constructs also for this reason)!<br />
:Pokemon as a game balance is also an extremely bad comparison to DnDs if you even just look at the difference of how their power levels are extremely different. It doesn't translate well and it just makes everything here unplayable. It needs to be balanced equivalent to a base race compared to first-party content.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 09:10, 6 February 2024 (MST)<br />
<br />
::There's almost no common traits between the subraces. What we have here are 8 different races. I will have a go at rewriting this. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:18, 7 February 2024 (MST)<br />
::Okay, eevlet's must be elementals only in a colloquial sense. In D&D elemetals come from the elemental planes, or are otherwise actually composed of elemental materials. Eevlet's might be _associated_ with an element, but are still flesh blood and fur, right? [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:40, 7 February 2024 (MST)<br />
::The problem with basing races on pokemon is that all their traits are going to be battle-focused. A good race might have a trait based on culture, such as a dwarf's "stonecunning" or a gnome's "speak with small beasts". [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:46, 7 February 2024 (MST)<br />
yes they are flesh and blood. they get perks from elementals tho--[[User:Frostboi27|Frostboi27]] ([[User talk:Frostboi27|talk]]) 08:11, 7 February 2024 (MST)<br />
:Okay cool. I am going to do my best with the subtypes to keep them balanced. If I remove a feature that you think is important, we can either make a racial class or (and I should have perhaps offered this with the Gandelren race) move the features to an optional feat. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 10:55, 7 February 2024 (MST)<br />
:Oki doki, I've finished working on the subraces. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 07:19, 8 February 2024 (MST)<br />
So, I've read these, and i'm impressed. the only problem I have is darkeons resistance to psychic. I'm going to change it to necrotic, and get rid of the necrotic from Nympeons. The one thing I don't like is bolteon increases dexterity more than strength, and the special extra feet of walking is gone, And that one was important.(P.S. You added umbreon to the alignments description ;) I'll fix it.)--[[User:Frostboi27|Frostboi27]] ([[User talk:Frostboi27|talk]]) 07:39, 8 February 2024 (MST)<br />
::Definitely more playable now, with the attacks being changed to cantrip levels and other Maras changes. Just the usual finishing touches of links and stuff and it should be good.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 07:47, 8 February 2024 (MST)<br />
::Personally it bugs me when people conflate "darkness" with "necrotic". Necrotic is to do with decay, the negative energy plane, sickness - perhaps radiation in a modern setting. I tried to unify the creatures by having a base +2 Dexterity so they have some commonality. If they are going to have different ability scores as well, you may as well make them separate races. The "special extra feet of walking" is still there, I called it "scamper". Oh, good spot with the umbreon :) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 10:10, 8 February 2024 (MST)<br />
no, I mean it makes more cents in my mind that darkeon has necrotic, and bolteon has at LEAST 5 extra ft of speed, and change it to dexterity instead.also, I would LOVE to have grasseon keep its "Leaf Blade" attack, cause then they get some offence attacks.--[[User:Frostboi27|Frostboi27]] ([[User talk:Frostboi27|talk]]) 10:34, 8 February 2024 (MST)<br />
:Oh, I see, the bolteon. Ignoring difficult terrain is already a powerful mobility trait, it will be zipping through rocks, mud, undergrowth etc that slows down other creatures; and potentially already at 40 feet speed which in my opinion is the maximum for a 1st player character. There are other ways to make something faster though, for example improve its Dash action or give it a once-per-day speed boost. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 00:54, 10 February 2024 (MST)<br />
:Just noticed the drawings, good job! [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 00:54, 10 February 2024 (MST)</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=Talk:Eevlet_(5e_Race)&diff=1807697Talk:Eevlet (5e Race)2024-02-10T07:54:09Z<p>Marasmusine: </p>
<hr />
<div>== eevlet ==<br />
<br />
So, this is more for DnD, and not the pokemon DnD, and their is no subraces, their the adult forms, so they can have a purpose, and the transformation is permanent. I will give you they might be incorrect spelling, but the racial traits are limited, and only applies to that "eevaform", and the use of this race can change, if they played a bubbleon, and the next campaign the can choose to a darkeon. in my eyes, their quite balanced, and can be a great story builder.--[[User:Frostboi27|Frostboi27]] ([[User talk:Frostboi27|talk]]) 09:03, 17 January 2024 (MST)<br />
:But it is inspired by Pokemon. Credit should be given where it is due. Also, you're not making much sense, I'm afraid. Adult forms don't exist in 5e races. And the mechanic for aging into one of the forms is not detailed in the article. As for the traits of each of the -eons, I think your sense of balance is very skewed. A subrace that has immunity to one damage type AND resistance to another is already quite a chunk of a race budget. You also have unlimited attacks like a lightning shot you can spam, and it does more damage than any weapons of starting level. Min-maxing and saying vulnerability cancels out a strong trait is false balancing and forces players into a certain playstyle, as seen in 3.Xe. There are so many traits in each one of the -eons that are powerful in and of themselves, unless I am misunderstanding how this is structured.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 19:05, 23 January 2024 (MST)<br />
<br />
So, if you gave me a list of the traits that are overpowered in your opinion so I can explain them more clearly for you. and how else would I word how their forms change when they reach a certain age? And what I mean is is this race is for the standard DnD game. There's a pokemon version of the game, so thats why theyre called a "eevlet", and not Eevee.--[[User:Frostboi27|Frostboi27]] ([[User talk:Frostboi27|talk]]) 07:39, 24 January 2024 (MST)<br />
:So it is pokemon. Anyway, the disclaimer is up, so that's fine. As for the traits...<br />
:*Adult forms do not exist in 5e as 5e doesn't have the age descriptors of something like 3.Xe, which does account for this. So, this is a mechanic that should not exist without HEAVY work. Because if your player starts out as a baby, how many sessions will they have to be babies before they become adults? As it stands, the passage of time is heavily DM-oriented, and so it would leave a player entirely stranded. On the other spectrum, the adult forms are crazy imbalanced for even 1st level play.<br />
:*Eevelet legs doesn't really state a disadvantage to being on all fours all the time to always have 30 ft moving speed. If it does, they probably can't use their hands, which needs to be stated. Their swim speed is also strange. Why do they have that? Not even a wolf has that.<br />
:*Several of the "adult forms" have immunity, resistance, and a vulnerability. Immunity alone is already a lot, but you add on a resistance and then throw in a vulnerability to try and balance that out, but that's false balance in that case. See how official races handle resistance and how only ONE race ever had immunity (yuan-ti) and this was removed in a later publication :P And Oh look, Psyceon has THREE resistances.<br />
:*Language like "water-based spell that includes bludgeoning" is not well defined and therefore too vague to actual use. Also, healing from damage like that is broken. Unlimited healing if you have a friend with that spell! this applies to all the traits involved with type-damage healing in the page<br />
:*50 feet movement speed, unhampered, no limit, plus your idea of four legged running means 60 feet movement speed. That's double that of a normal creature race.<br />
:*thunderbolt deals more damage than a lot of cantrips. And it spams! :D<br />
:*Straight up unlimited force paralysis save spam (thunderwave, psyschock), unlimited ignite (willowisp)<br />
:*Fire fluff will literally allow you to deal 1st level spell level damage to anyone as a reaction that hits you in melee, which is a lot of enemies.<br />
:*Spell DCs are all wrong for Psyceon, They have their own. That's why you givve a spellcasting ability.<br />
:*Just have a friend hit you with some necrotic cantrip like chill touch and you can spam stun saves! (pitch black)<br />
:*Fakeout gives you surprised turn which isn't sensical since surprise is BEFORE actual combat. I'm not actually even sure what it means...<br />
:*So many of the DC calculations are all wrong. See how dragonborn breath weapon does it.<br />
:*Assurance and that 3d6 wow. Leaf blade, 2d8, ice beam, strangle...<br />
:This is a VERY BRIEF rundown of the trait list, and I am absolutely sure I missed some glaring issues. The balance problem is compounded by the poor wording. This isn't well thought out if you wanted progression. 5e measures in levels, not age.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 21:45, 30 January 2024 (MST)<br />
<br />
Ok, I'm going to run down what you told me:<br />
:*before the campaign even starts, you choose one eevaform to be. (why would you play a nine year old?)<br />
:*The swim speed was initially for surface swimming, and not underwater. only bubbleon has that under water swim. and why it's there is in the newest game "scarlet and violet"s DLC the indego disc, your eevee can swim. And I worded it wrong, it's unarmed, not unarmoured.<br />
:*the damage immunities, resistances, and vulnerabilities are because their elementals, and the element they represent make them immune to the damage they represent. Als, the vulnerability also is in that case, cause take frosteon for example, immunity to cold because the ice elemental, but fire vulnerability would melt ice.<br />
:*for all of your concerns for the absorbing damage, I can list it only works if it's from an enemy's attack, not alie.<br />
:*the attacks you listed I can put a recharge system to it, and the damage can increase each level so it's somewhat O.K. <br />
:*Most of racial traits are based of of the creatures on this wiki, or things like fake out or psyshock are made like nintendos.<br />
I think I covered most of what your saying--[[User:Frostboi27|Frostboi27]] ([[User talk:Frostboi27|talk]]) 08:47, 31 January 2024 (MST)<br />
:So, in other words, the eevaforms ARE SUBRACES :P <br />
:Players being pure elementals does not mean they should get all the bells and whistles elementals do. You are forgetting that, unlike something like 3.Xe, Creatures and players are EXTREMELY different in balancing! It's why official content is careful not to give players super powerful things like a dragon breath despite being a dragonborn or total nonmagical resistance to certain damage types like a construct (warforges are living constructs also for this reason)!<br />
:Pokemon as a game balance is also an extremely bad comparison to DnDs if you even just look at the difference of how their power levels are extremely different. It doesn't translate well and it just makes everything here unplayable. It needs to be balanced equivalent to a base race compared to first-party content.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 09:10, 6 February 2024 (MST)<br />
<br />
::There's almost no common traits between the subraces. What we have here are 8 different races. I will have a go at rewriting this. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:18, 7 February 2024 (MST)<br />
::Okay, eevlet's must be elementals only in a colloquial sense. In D&D elemetals come from the elemental planes, or are otherwise actually composed of elemental materials. Eevlet's might be _associated_ with an element, but are still flesh blood and fur, right? [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:40, 7 February 2024 (MST)<br />
::The problem with basing races on pokemon is that all their traits are going to be battle-focused. A good race might have a trait based on culture, such as a dwarf's "stonecunning" or a gnome's "speak with small beasts". [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:46, 7 February 2024 (MST)<br />
yes they are flesh and blood. they get perks from elementals tho--[[User:Frostboi27|Frostboi27]] ([[User talk:Frostboi27|talk]]) 08:11, 7 February 2024 (MST)<br />
:Okay cool. I am going to do my best with the subtypes to keep them balanced. If I remove a feature that you think is important, we can either make a racial class or (and I should have perhaps offered this with the Gandelren race) move the features to an optional feat. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 10:55, 7 February 2024 (MST)<br />
:Oki doki, I've finished working on the subraces. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 07:19, 8 February 2024 (MST)<br />
So, I've read these, and i'm impressed. the only problem I have is darkeons resistance to psychic. I'm going to change it to necrotic, and get rid of the necrotic from Nympeons. The one thing I don't like is bolteon increases dexterity more than strength, and the special extra feet of walking is gone, And that one was important.(P.S. You added umbreon to the alignments description ;) I'll fix it.)--[[User:Frostboi27|Frostboi27]] ([[User talk:Frostboi27|talk]]) 07:39, 8 February 2024 (MST)<br />
::Definitely more playable now, with the attacks being changed to cantrip levels and other Maras changes. Just the usual finishing touches of links and stuff and it should be good.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 07:47, 8 February 2024 (MST)<br />
::Personally it bugs me when people conflate "darkness" with "necrotic". Necrotic is to do with decay, the negative energy plane, sickness - perhaps radiation in a modern setting. I tried to unify the creatures by having a base +2 Dexterity so they have some commonality. If they are going to have different ability scores as well, you may as well make them separate races. The "special extra feet of walking" is still there, I called it "scamper". Oh, good spot with the umbreon :) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 10:10, 8 February 2024 (MST)<br />
no, I mean it makes more cents in my mind that darkeon has necrotic, and bolteon has at LEAST 5 extra ft of speed, and change it to dexterity instead.also, I would LOVE to have grasseon keep its "Leaf Blade" attack, cause then they get some offence attacks.--[[User:Frostboi27|Frostboi27]] ([[User talk:Frostboi27|talk]]) 10:34, 8 February 2024 (MST)<br />
:Oh, I see, the bolteon. Ignoring difficult terrain is already a powerful mobility trait, it will be zipping through rocks, mud, undergrowth etc that slows down other creatures; and potentially already at 40 feet speed which in my opinion is the maximum for a 1st player character. There are other ways to make something faster though, for example improve its Dash action or give it a once-per-day speed boost. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 00:54, 10 February 2024 (MST)</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=Talk:Eevlet_(5e_Race)&diff=1806910Talk:Eevlet (5e Race)2024-02-08T17:11:51Z<p>Marasmusine: </p>
<hr />
<div>== eevlet ==<br />
<br />
So, this is more for DnD, and not the pokemon DnD, and their is no subraces, their the adult forms, so they can have a purpose, and the transformation is permanent. I will give you they might be incorrect spelling, but the racial traits are limited, and only applies to that "eevaform", and the use of this race can change, if they played a bubbleon, and the next campaign the can choose to a darkeon. in my eyes, their quite balanced, and can be a great story builder.--[[User:Frostboi27|Frostboi27]] ([[User talk:Frostboi27|talk]]) 09:03, 17 January 2024 (MST)<br />
:But it is inspired by Pokemon. Credit should be given where it is due. Also, you're not making much sense, I'm afraid. Adult forms don't exist in 5e races. And the mechanic for aging into one of the forms is not detailed in the article. As for the traits of each of the -eons, I think your sense of balance is very skewed. A subrace that has immunity to one damage type AND resistance to another is already quite a chunk of a race budget. You also have unlimited attacks like a lightning shot you can spam, and it does more damage than any weapons of starting level. Min-maxing and saying vulnerability cancels out a strong trait is false balancing and forces players into a certain playstyle, as seen in 3.Xe. There are so many traits in each one of the -eons that are powerful in and of themselves, unless I am misunderstanding how this is structured.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 19:05, 23 January 2024 (MST)<br />
<br />
So, if you gave me a list of the traits that are overpowered in your opinion so I can explain them more clearly for you. and how else would I word how their forms change when they reach a certain age? And what I mean is is this race is for the standard DnD game. There's a pokemon version of the game, so thats why theyre called a "eevlet", and not Eevee.--[[User:Frostboi27|Frostboi27]] ([[User talk:Frostboi27|talk]]) 07:39, 24 January 2024 (MST)<br />
:So it is pokemon. Anyway, the disclaimer is up, so that's fine. As for the traits...<br />
:*Adult forms do not exist in 5e as 5e doesn't have the age descriptors of something like 3.Xe, which does account for this. So, this is a mechanic that should not exist without HEAVY work. Because if your player starts out as a baby, how many sessions will they have to be babies before they become adults? As it stands, the passage of time is heavily DM-oriented, and so it would leave a player entirely stranded. On the other spectrum, the adult forms are crazy imbalanced for even 1st level play.<br />
:*Eevelet legs doesn't really state a disadvantage to being on all fours all the time to always have 30 ft moving speed. If it does, they probably can't use their hands, which needs to be stated. Their swim speed is also strange. Why do they have that? Not even a wolf has that.<br />
:*Several of the "adult forms" have immunity, resistance, and a vulnerability. Immunity alone is already a lot, but you add on a resistance and then throw in a vulnerability to try and balance that out, but that's false balance in that case. See how official races handle resistance and how only ONE race ever had immunity (yuan-ti) and this was removed in a later publication :P And Oh look, Psyceon has THREE resistances.<br />
:*Language like "water-based spell that includes bludgeoning" is not well defined and therefore too vague to actual use. Also, healing from damage like that is broken. Unlimited healing if you have a friend with that spell! this applies to all the traits involved with type-damage healing in the page<br />
:*50 feet movement speed, unhampered, no limit, plus your idea of four legged running means 60 feet movement speed. That's double that of a normal creature race.<br />
:*thunderbolt deals more damage than a lot of cantrips. And it spams! :D<br />
:*Straight up unlimited force paralysis save spam (thunderwave, psyschock), unlimited ignite (willowisp)<br />
:*Fire fluff will literally allow you to deal 1st level spell level damage to anyone as a reaction that hits you in melee, which is a lot of enemies.<br />
:*Spell DCs are all wrong for Psyceon, They have their own. That's why you givve a spellcasting ability.<br />
:*Just have a friend hit you with some necrotic cantrip like chill touch and you can spam stun saves! (pitch black)<br />
:*Fakeout gives you surprised turn which isn't sensical since surprise is BEFORE actual combat. I'm not actually even sure what it means...<br />
:*So many of the DC calculations are all wrong. See how dragonborn breath weapon does it.<br />
:*Assurance and that 3d6 wow. Leaf blade, 2d8, ice beam, strangle...<br />
:This is a VERY BRIEF rundown of the trait list, and I am absolutely sure I missed some glaring issues. The balance problem is compounded by the poor wording. This isn't well thought out if you wanted progression. 5e measures in levels, not age.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 21:45, 30 January 2024 (MST)<br />
<br />
Ok, I'm going to run down what you told me:<br />
:*before the campaign even starts, you choose one eevaform to be. (why would you play a nine year old?)<br />
:*The swim speed was initially for surface swimming, and not underwater. only bubbleon has that under water swim. and why it's there is in the newest game "scarlet and violet"s DLC the indego disc, your eevee can swim. And I worded it wrong, it's unarmed, not unarmoured.<br />
:*the damage immunities, resistances, and vulnerabilities are because their elementals, and the element they represent make them immune to the damage they represent. Als, the vulnerability also is in that case, cause take frosteon for example, immunity to cold because the ice elemental, but fire vulnerability would melt ice.<br />
:*for all of your concerns for the absorbing damage, I can list it only works if it's from an enemy's attack, not alie.<br />
:*the attacks you listed I can put a recharge system to it, and the damage can increase each level so it's somewhat O.K. <br />
:*Most of racial traits are based of of the creatures on this wiki, or things like fake out or psyshock are made like nintendos.<br />
I think I covered most of what your saying--[[User:Frostboi27|Frostboi27]] ([[User talk:Frostboi27|talk]]) 08:47, 31 January 2024 (MST)<br />
:So, in other words, the eevaforms ARE SUBRACES :P <br />
:Players being pure elementals does not mean they should get all the bells and whistles elementals do. You are forgetting that, unlike something like 3.Xe, Creatures and players are EXTREMELY different in balancing! It's why official content is careful not to give players super powerful things like a dragon breath despite being a dragonborn or total nonmagical resistance to certain damage types like a construct (warforges are living constructs also for this reason)!<br />
:Pokemon as a game balance is also an extremely bad comparison to DnDs if you even just look at the difference of how their power levels are extremely different. It doesn't translate well and it just makes everything here unplayable. It needs to be balanced equivalent to a base race compared to first-party content.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 09:10, 6 February 2024 (MST)<br />
<br />
::There's almost no common traits between the subraces. What we have here are 8 different races. I will have a go at rewriting this. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:18, 7 February 2024 (MST)<br />
::Okay, eevlet's must be elementals only in a colloquial sense. In D&D elemetals come from the elemental planes, or are otherwise actually composed of elemental materials. Eevlet's might be _associated_ with an element, but are still flesh blood and fur, right? [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:40, 7 February 2024 (MST)<br />
::The problem with basing races on pokemon is that all their traits are going to be battle-focused. A good race might have a trait based on culture, such as a dwarf's "stonecunning" or a gnome's "speak with small beasts". [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:46, 7 February 2024 (MST)<br />
yes they are flesh and blood. they get perks from elementals tho--[[User:Frostboi27|Frostboi27]] ([[User talk:Frostboi27|talk]]) 08:11, 7 February 2024 (MST)<br />
:Okay cool. I am going to do my best with the subtypes to keep them balanced. If I remove a feature that you think is important, we can either make a racial class or (and I should have perhaps offered this with the Gandelren race) move the features to an optional feat. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 10:55, 7 February 2024 (MST)<br />
:Oki doki, I've finished working on the subraces. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 07:19, 8 February 2024 (MST)<br />
So, I've read these, and i'm impressed. the only problem I have is darkeons resistance to psychic. I'm going to change it to necrotic, and get rid of the necrotic from Nympeons. The one thing I don't like is bolteon increases dexterity more than strength, and the special extra feet of walking is gone, And that one was important.(P.S. You added umbreon to the alignments description ;) I'll fix it.)--[[User:Frostboi27|Frostboi27]] ([[User talk:Frostboi27|talk]]) 07:39, 8 February 2024 (MST)<br />
::Definitely more playable now, with the attacks being changed to cantrip levels and other Maras changes. Just the usual finishing touches of links and stuff and it should be good.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 07:47, 8 February 2024 (MST)<br />
::Personally it bugs me when people conflate "darkness" with "necrotic". Necrotic is to do with decay, the negative energy plane, sickness - perhaps radiation in a modern setting. I tried to unify the creatures by having a base +2 Dexterity so they have some commonality. If they are going to have different ability scores as well, you may as well make them separate races. The "special extra feet of walking" is still there, I called it "scamper". Oh, good spot with the umbreon :) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 10:10, 8 February 2024 (MST)</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=Talk:Eevlet_(5e_Race)&diff=1806909Talk:Eevlet (5e Race)2024-02-08T17:10:44Z<p>Marasmusine: </p>
<hr />
<div>== eevlet ==<br />
<br />
So, this is more for DnD, and not the pokemon DnD, and their is no subraces, their the adult forms, so they can have a purpose, and the transformation is permanent. I will give you they might be incorrect spelling, but the racial traits are limited, and only applies to that "eevaform", and the use of this race can change, if they played a bubbleon, and the next campaign the can choose to a darkeon. in my eyes, their quite balanced, and can be a great story builder.--[[User:Frostboi27|Frostboi27]] ([[User talk:Frostboi27|talk]]) 09:03, 17 January 2024 (MST)<br />
:But it is inspired by Pokemon. Credit should be given where it is due. Also, you're not making much sense, I'm afraid. Adult forms don't exist in 5e races. And the mechanic for aging into one of the forms is not detailed in the article. As for the traits of each of the -eons, I think your sense of balance is very skewed. A subrace that has immunity to one damage type AND resistance to another is already quite a chunk of a race budget. You also have unlimited attacks like a lightning shot you can spam, and it does more damage than any weapons of starting level. Min-maxing and saying vulnerability cancels out a strong trait is false balancing and forces players into a certain playstyle, as seen in 3.Xe. There are so many traits in each one of the -eons that are powerful in and of themselves, unless I am misunderstanding how this is structured.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 19:05, 23 January 2024 (MST)<br />
<br />
So, if you gave me a list of the traits that are overpowered in your opinion so I can explain them more clearly for you. and how else would I word how their forms change when they reach a certain age? And what I mean is is this race is for the standard DnD game. There's a pokemon version of the game, so thats why theyre called a "eevlet", and not Eevee.--[[User:Frostboi27|Frostboi27]] ([[User talk:Frostboi27|talk]]) 07:39, 24 January 2024 (MST)<br />
:So it is pokemon. Anyway, the disclaimer is up, so that's fine. As for the traits...<br />
:*Adult forms do not exist in 5e as 5e doesn't have the age descriptors of something like 3.Xe, which does account for this. So, this is a mechanic that should not exist without HEAVY work. Because if your player starts out as a baby, how many sessions will they have to be babies before they become adults? As it stands, the passage of time is heavily DM-oriented, and so it would leave a player entirely stranded. On the other spectrum, the adult forms are crazy imbalanced for even 1st level play.<br />
:*Eevelet legs doesn't really state a disadvantage to being on all fours all the time to always have 30 ft moving speed. If it does, they probably can't use their hands, which needs to be stated. Their swim speed is also strange. Why do they have that? Not even a wolf has that.<br />
:*Several of the "adult forms" have immunity, resistance, and a vulnerability. Immunity alone is already a lot, but you add on a resistance and then throw in a vulnerability to try and balance that out, but that's false balance in that case. See how official races handle resistance and how only ONE race ever had immunity (yuan-ti) and this was removed in a later publication :P And Oh look, Psyceon has THREE resistances.<br />
:*Language like "water-based spell that includes bludgeoning" is not well defined and therefore too vague to actual use. Also, healing from damage like that is broken. Unlimited healing if you have a friend with that spell! this applies to all the traits involved with type-damage healing in the page<br />
:*50 feet movement speed, unhampered, no limit, plus your idea of four legged running means 60 feet movement speed. That's double that of a normal creature race.<br />
:*thunderbolt deals more damage than a lot of cantrips. And it spams! :D<br />
:*Straight up unlimited force paralysis save spam (thunderwave, psyschock), unlimited ignite (willowisp)<br />
:*Fire fluff will literally allow you to deal 1st level spell level damage to anyone as a reaction that hits you in melee, which is a lot of enemies.<br />
:*Spell DCs are all wrong for Psyceon, They have their own. That's why you givve a spellcasting ability.<br />
:*Just have a friend hit you with some necrotic cantrip like chill touch and you can spam stun saves! (pitch black)<br />
:*Fakeout gives you surprised turn which isn't sensical since surprise is BEFORE actual combat. I'm not actually even sure what it means...<br />
:*So many of the DC calculations are all wrong. See how dragonborn breath weapon does it.<br />
:*Assurance and that 3d6 wow. Leaf blade, 2d8, ice beam, strangle...<br />
:This is a VERY BRIEF rundown of the trait list, and I am absolutely sure I missed some glaring issues. The balance problem is compounded by the poor wording. This isn't well thought out if you wanted progression. 5e measures in levels, not age.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 21:45, 30 January 2024 (MST)<br />
<br />
Ok, I'm going to run down what you told me:<br />
:*before the campaign even starts, you choose one eevaform to be. (why would you play a nine year old?)<br />
:*The swim speed was initially for surface swimming, and not underwater. only bubbleon has that under water swim. and why it's there is in the newest game "scarlet and violet"s DLC the indego disc, your eevee can swim. And I worded it wrong, it's unarmed, not unarmoured.<br />
:*the damage immunities, resistances, and vulnerabilities are because their elementals, and the element they represent make them immune to the damage they represent. Als, the vulnerability also is in that case, cause take frosteon for example, immunity to cold because the ice elemental, but fire vulnerability would melt ice.<br />
:*for all of your concerns for the absorbing damage, I can list it only works if it's from an enemy's attack, not alie.<br />
:*the attacks you listed I can put a recharge system to it, and the damage can increase each level so it's somewhat O.K. <br />
:*Most of racial traits are based of of the creatures on this wiki, or things like fake out or psyshock are made like nintendos.<br />
I think I covered most of what your saying--[[User:Frostboi27|Frostboi27]] ([[User talk:Frostboi27|talk]]) 08:47, 31 January 2024 (MST)<br />
:So, in other words, the eevaforms ARE SUBRACES :P <br />
:Players being pure elementals does not mean they should get all the bells and whistles elementals do. You are forgetting that, unlike something like 3.Xe, Creatures and players are EXTREMELY different in balancing! It's why official content is careful not to give players super powerful things like a dragon breath despite being a dragonborn or total nonmagical resistance to certain damage types like a construct (warforges are living constructs also for this reason)!<br />
:Pokemon as a game balance is also an extremely bad comparison to DnDs if you even just look at the difference of how their power levels are extremely different. It doesn't translate well and it just makes everything here unplayable. It needs to be balanced equivalent to a base race compared to first-party content.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 09:10, 6 February 2024 (MST)<br />
<br />
::There's almost no common traits between the subraces. What we have here are 8 different races. I will have a go at rewriting this. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:18, 7 February 2024 (MST)<br />
::Okay, eevlet's must be elementals only in a colloquial sense. In D&D elemetals come from the elemental planes, or are otherwise actually composed of elemental materials. Eevlet's might be _associated_ with an element, but are still flesh blood and fur, right? [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:40, 7 February 2024 (MST)<br />
::The problem with basing races on pokemon is that all their traits are going to be battle-focused. A good race might have a trait based on culture, such as a dwarf's "stonecunning" or a gnome's "speak with small beasts". [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:46, 7 February 2024 (MST)<br />
yes they are flesh and blood. they get perks from elementals tho--[[User:Frostboi27|Frostboi27]] ([[User talk:Frostboi27|talk]]) 08:11, 7 February 2024 (MST)<br />
:Okay cool. I am going to do my best with the subtypes to keep them balanced. If I remove a feature that you think is important, we can either make a racial class or (and I should have perhaps offered this with the Gandelren race) move the features to an optional feat. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 10:55, 7 February 2024 (MST)<br />
:Oki doki, I've finished working on the subraces. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 07:19, 8 February 2024 (MST)<br />
So, I've read these, and i'm impressed. the only problem I have is darkeons resistance to psychic. I'm going to change it to necrotic, and get rid of the necrotic from Nympeons. The one thing I don't like is bolteon increases dexterity more than strength, and the special extra feet of walking is gone, And that one was important.(P.S. You added umbreon to the alignments description ;) I'll fix it.)--[[User:Frostboi27|Frostboi27]] ([[User talk:Frostboi27|talk]]) 07:39, 8 February 2024 (MST)<br />
::Definitely more playable now, with the attacks being changed to cantrip levels and other Maras changes. Just the usual finishing touches of links and stuff and it should be good.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 07:47, 8 February 2024 (MST)<br />
::Personally it bugs me when people conflate "darkness" with "necrotic". Necrotic is to do with decay, the negative energy plane, sickness - perhaps radiation in a modern setting.<br />
::I tried to unify the creatures by having a base +2 Dexterity so they have some commonality. If they are going to have different ability scores as well, you may as well make them separate races.<br />
::The "special extra feet of walking" is still there, I called it "scamper". [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 10:10, 8 February 2024 (MST)</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=Talk:GUN_Loader_(5e_Creature)&diff=1806908Talk:GUN Loader (5e Creature)2024-02-08T17:04:30Z<p>Marasmusine: Created page with "''Please'' will you look at the monsters in the SRD to get a feel for how skills, ability scores and saving throws are typically assigned. I can't think of much justifaction f..."</p>
<hr />
<div>''Please'' will you look at the monsters in the SRD to get a feel for how skills, ability scores and saving throws are typically assigned. I can't think of much justifaction for a GUN loader (I presume from Borderlands) would have _any_ skills, let alone Investigation or History. Monsters usually do not have skills, when they do it's usually only one or two. "Reinforcements" is not something that would be a statblock trait. You don't need a special feature to call for help, it's just how the DM stages the encounters. Generally trying to fit video game mechanics into an unrelated RPG doesn't work well, the "weak joints" is a case of this. ''Other'' D&D monsters don't have weak points, while they might in a video game. Conversely, just because in the video game an enemy might have a weak point, it doesn't mean the D&D equivalent has to. Being hit in a weak point and getting knocked down might be just what is represented by being reduced to 0 hit points. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 10:04, 8 February 2024 (MST)</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=Talk:Eevlet_(5e_Race)&diff=1806838Talk:Eevlet (5e Race)2024-02-08T14:19:23Z<p>Marasmusine: </p>
<hr />
<div>== eevlet ==<br />
<br />
So, this is more for DnD, and not the pokemon DnD, and their is no subraces, their the adult forms, so they can have a purpose, and the transformation is permanent. I will give you they might be incorrect spelling, but the racial traits are limited, and only applies to that "eevaform", and the use of this race can change, if they played a bubbleon, and the next campaign the can choose to a darkeon. in my eyes, their quite balanced, and can be a great story builder.--[[User:Frostboi27|Frostboi27]] ([[User talk:Frostboi27|talk]]) 09:03, 17 January 2024 (MST)<br />
:But it is inspired by Pokemon. Credit should be given where it is due. Also, you're not making much sense, I'm afraid. Adult forms don't exist in 5e races. And the mechanic for aging into one of the forms is not detailed in the article. As for the traits of each of the -eons, I think your sense of balance is very skewed. A subrace that has immunity to one damage type AND resistance to another is already quite a chunk of a race budget. You also have unlimited attacks like a lightning shot you can spam, and it does more damage than any weapons of starting level. Min-maxing and saying vulnerability cancels out a strong trait is false balancing and forces players into a certain playstyle, as seen in 3.Xe. There are so many traits in each one of the -eons that are powerful in and of themselves, unless I am misunderstanding how this is structured.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 19:05, 23 January 2024 (MST)<br />
<br />
So, if you gave me a list of the traits that are overpowered in your opinion so I can explain them more clearly for you. and how else would I word how their forms change when they reach a certain age? And what I mean is is this race is for the standard DnD game. There's a pokemon version of the game, so thats why theyre called a "eevlet", and not Eevee.--[[User:Frostboi27|Frostboi27]] ([[User talk:Frostboi27|talk]]) 07:39, 24 January 2024 (MST)<br />
:So it is pokemon. Anyway, the disclaimer is up, so that's fine. As for the traits...<br />
:*Adult forms do not exist in 5e as 5e doesn't have the age descriptors of something like 3.Xe, which does account for this. So, this is a mechanic that should not exist without HEAVY work. Because if your player starts out as a baby, how many sessions will they have to be babies before they become adults? As it stands, the passage of time is heavily DM-oriented, and so it would leave a player entirely stranded. On the other spectrum, the adult forms are crazy imbalanced for even 1st level play.<br />
:*Eevelet legs doesn't really state a disadvantage to being on all fours all the time to always have 30 ft moving speed. If it does, they probably can't use their hands, which needs to be stated. Their swim speed is also strange. Why do they have that? Not even a wolf has that.<br />
:*Several of the "adult forms" have immunity, resistance, and a vulnerability. Immunity alone is already a lot, but you add on a resistance and then throw in a vulnerability to try and balance that out, but that's false balance in that case. See how official races handle resistance and how only ONE race ever had immunity (yuan-ti) and this was removed in a later publication :P And Oh look, Psyceon has THREE resistances.<br />
:*Language like "water-based spell that includes bludgeoning" is not well defined and therefore too vague to actual use. Also, healing from damage like that is broken. Unlimited healing if you have a friend with that spell! this applies to all the traits involved with type-damage healing in the page<br />
:*50 feet movement speed, unhampered, no limit, plus your idea of four legged running means 60 feet movement speed. That's double that of a normal creature race.<br />
:*thunderbolt deals more damage than a lot of cantrips. And it spams! :D<br />
:*Straight up unlimited force paralysis save spam (thunderwave, psyschock), unlimited ignite (willowisp)<br />
:*Fire fluff will literally allow you to deal 1st level spell level damage to anyone as a reaction that hits you in melee, which is a lot of enemies.<br />
:*Spell DCs are all wrong for Psyceon, They have their own. That's why you givve a spellcasting ability.<br />
:*Just have a friend hit you with some necrotic cantrip like chill touch and you can spam stun saves! (pitch black)<br />
:*Fakeout gives you surprised turn which isn't sensical since surprise is BEFORE actual combat. I'm not actually even sure what it means...<br />
:*So many of the DC calculations are all wrong. See how dragonborn breath weapon does it.<br />
:*Assurance and that 3d6 wow. Leaf blade, 2d8, ice beam, strangle...<br />
:This is a VERY BRIEF rundown of the trait list, and I am absolutely sure I missed some glaring issues. The balance problem is compounded by the poor wording. This isn't well thought out if you wanted progression. 5e measures in levels, not age.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 21:45, 30 January 2024 (MST)<br />
<br />
Ok, I'm going to run down what you told me:<br />
:*before the campaign even starts, you choose one eevaform to be. (why would you play a nine year old?)<br />
:*The swim speed was initially for surface swimming, and not underwater. only bubbleon has that under water swim. and why it's there is in the newest game "scarlet and violet"s DLC the indego disc, your eevee can swim. And I worded it wrong, it's unarmed, not unarmoured.<br />
:*the damage immunities, resistances, and vulnerabilities are because their elementals, and the element they represent make them immune to the damage they represent. Als, the vulnerability also is in that case, cause take frosteon for example, immunity to cold because the ice elemental, but fire vulnerability would melt ice.<br />
:*for all of your concerns for the absorbing damage, I can list it only works if it's from an enemy's attack, not alie.<br />
:*the attacks you listed I can put a recharge system to it, and the damage can increase each level so it's somewhat O.K. <br />
:*Most of racial traits are based of of the creatures on this wiki, or things like fake out or psyshock are made like nintendos.<br />
I think I covered most of what your saying--[[User:Frostboi27|Frostboi27]] ([[User talk:Frostboi27|talk]]) 08:47, 31 January 2024 (MST)<br />
:So, in other words, the eevaforms ARE SUBRACES :P <br />
:Players being pure elementals does not mean they should get all the bells and whistles elementals do. You are forgetting that, unlike something like 3.Xe, Creatures and players are EXTREMELY different in balancing! It's why official content is careful not to give players super powerful things like a dragon breath despite being a dragonborn or total nonmagical resistance to certain damage types like a construct (warforges are living constructs also for this reason)!<br />
:Pokemon as a game balance is also an extremely bad comparison to DnDs if you even just look at the difference of how their power levels are extremely different. It doesn't translate well and it just makes everything here unplayable. It needs to be balanced equivalent to a base race compared to first-party content.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 09:10, 6 February 2024 (MST)<br />
<br />
::There's almost no common traits between the subraces. What we have here are 8 different races. I will have a go at rewriting this. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:18, 7 February 2024 (MST)<br />
::Okay, eevlet's must be elementals only in a colloquial sense. In D&D elemetals come from the elemental planes, or are otherwise actually composed of elemental materials. Eevlet's might be _associated_ with an element, but are still flesh blood and fur, right? [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:40, 7 February 2024 (MST)<br />
::The problem with basing races on pokemon is that all their traits are going to be battle-focused. A good race might have a trait based on culture, such as a dwarf's "stonecunning" or a gnome's "speak with small beasts". [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:46, 7 February 2024 (MST)<br />
yes they are flesh and blood. they get perks from elementals tho--[[User:Frostboi27|Frostboi27]] ([[User talk:Frostboi27|talk]]) 08:11, 7 February 2024 (MST)<br />
:Okay cool. I am going to do my best with the subtypes to keep them balanced. If I remove a feature that you think is important, we can either make a racial class or (and I should have perhaps offered this with the Gandelren race) move the features to an optional feat. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 10:55, 7 February 2024 (MST)<br />
:Oki doki, I've finished working on the subraces. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 07:19, 8 February 2024 (MST)</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=Eevlet_(5e_Race)&diff=1806837Eevlet (5e Race)2024-02-08T14:18:43Z<p>Marasmusine: /* Nympeon traits */ swapping traits around as the bullet points upset the formatting</p>
<hr />
<div>{{needsbalance|07:17, 8 February 2024 (MST)|I have finished a first pass on improving subraces, it is now playable, just needs a set of eyes to check for balance/errors.}}<br />
{{Copyright Disclaimer|owner=Creatures Inc.''', '''Game Freak''', and '''Nintendo|franchise=Pokémon}}<br />
== eevlet ==<br />
<!--Optional: Lead paragraph, a quote for example.--><br />
<br />
===Physical Description===<br />
The young eevlet has brown fur with luxurious white neck ruffs, a fluffy tail, and large black eyes. A bubbleon has blue skin without fur, as well as finned manes, tails, and claws suited for an aquatic lifestyle. The bolteon's fur is spiked and yellow in color, without a tail but with tail-like spines where one would normally be located. Its neck ruffs are also white and spiked. A flameon resembles an eevlet but with orange-tinged fur and yellow or orange neck and tail furnishings. psyceon has pink or purple fur with a gemstone set in its forehead; its tail is thin and bifurcated. A darkeon is utterly black in coloration with yellow rings adorning its forehead, ears, tail, arms, and legs. grasseon's coat is yellowish with leaf-shaped ears and tail; its leaf-like hair forms a question mark shape and grass grows from its chest, wrists, and ankles. A frosteon has light cyan fur with a flat tail bearing blue diamond shapes on its extremities and trailing ribbons from its head. A nympeon has light pink fur with four ribbons and a smaller, darker pink tail. All have an anthropomorphic, fox-like stance and demeanor.<br />
<br />
===Society and History===<br />
The eevlet and eevaforms all revere the great deity Arceus above all others. At nine years of age, an eevlet undergoes a solemn ritual that transforms it permanently into one of the eight canonical eevaform types. Without this rite of passage, an eevlet would remain in that form for its entire natural lifespan. These peoples establish self-contained settlements exclusively for eevlets and eevaforms, catering specialized facilities to each eevaform type - aquatic pools for bubbleons, gymnasiums for bolteons, hot springs for flameons, libraries for psyceons, battle halls for darkeons, gardens for grasseons, snow domes for frosteons, and gentleman's clubs for nympeons. Members of all eevaform varieties may access any establishments within their communal hamlets.<br />
<br />
===Eevlet Names===<br />
Eevlet names are common, and when they undergo the ritral, they get names based on their eevaform.<br />
<br />
'''male eevlet names:''' John, Dave, Billy<br />
<br />
'''female eevlet names:''' Penny, Christein, Joise<br />
----<br />
'''male bubbleon names:''' Riptide, Webs, Shark<br />
<br />
'''female bubbleon names:''' Tsunami, Coral, Anemone<br />
----<br />
'''male bolteon names:''' Bolt, Thor, Radian<br />
<br />
'''female bolteon names:''' Inani, Gamma, Bronte<br />
----<br />
'''male flameon names:''' Burn, Flare, Ash<br />
<br />
'''female flameon names:''' Ember, Cyra, Brigid<br />
----<br />
'''male psyceon names:''' Aladdin, Ambrose, Cyfrin<br />
<br />
'''female psyceon names:''' Diana, Eos, Evelina<br />
----<br />
'''male darkeon names:''' Balam, Acheron, Christopher <br />
<br />
'''female darkeon names:''' Lilith, Luna, Maleficent<br />
----<br />
'''male grasseon names:''' Brich, Wolfsbane, Venus<br />
<br />
'''female grasseon names:''' Ivy, Sundew, Willow<br />
----<br />
'''male frosteon names:''' Frost, Boreas, Chill<br />
<br />
'''female frosteon names:''' Crystel, Winter, Aurora<br />
----<br />
'''male nympeon names:''' Archer, Arcenio, Gardevoir<br />
<br />
'''female nympeon names:''' Sylvia, Tiana, Pixie<br />
----<br />
<br />
===Eevlet Traits===<br />
{{5e Racial Traits<br />
|summary=Small natural elementals who grow and morph into 8 different eevaforms, of the water, thunder, fire, eon, dark, life, ice, and light elements.<br />
|abilities=Your Dexterity score increases by 1.<br />
|age=Eevlet's mature at around 9 years old, the time they grow into a eevaform. They can live to about 90 years.<br />
|alignment=The alignments of the eevlets and eevaforms are intimately tied to their transformation rituals and the nature spirits they embody. As young eevlets, they have a neutral disposition, in tune with nature but not yet manifesting stronger tendencies. However, the ritual each undergoes to ascend to their eevaform calling profoundly shapes their worldview and ethics. Bubbleons adopt a lawful or good bent, respecting the natural order of the waters. Bolteons are often chaotic or neutral in reverence of thunder's untamable power. Flameons frequently embody lawfulness, warmth, and protection. Psyceons and nympheons embrace good-aligned insights. Darkeons and umbreons take on neutral or evil alignments befitting shadows and mysteries. Grasseons and frosteons find harmony in nature's neutral rhythms. Though starting as neutrals, the alignments of eevlets are malleable, determined by which elemental spirit calls them into maturity and guides their role within their communities.<br />
|size= Standing upright, an eevlet is between 5 and 7 feet tall. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|languages= You can speak, read, and write Common and one other language of your choice. <br />
|trait1=Scamper<br />
|description1=If you are not holding anything in your hands and you are wearing no or light armor, your walking speed increases by 10 feet.<br />
|trait2=Darkvision<br />
|description2=You can see in dim light 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.<br />
|subrace=Choose a subrace: bubbleon, bolteon, flameon, psyceon, darkeon, grasseon, frosteon or nypeon.<br />
}}<br />
<br />
====Bubbleon====<br />
{{5e Subrace Traits<br />
|abilities=Your Constitution score increases by 1.<br />
|trait1=Elemental Water Infusion<br />
|description1=You have resistance to acid damge.<br />
|trait2=Amphibious<br />
|description2=You have a swim speed of 30 feet. You can breathe in water and air.<br />
|trait3=Aqua Camouflage<br />
|description3=When you take the Hide action and you are in water, you have advantage on the Dexterity (Stealth) check.<br />
|trait4=Hydro Pump<br />
|description4=As an action, you can release a geyser of water out of your mouth. Choose a creature you can see within 60 feet. Make a ranged weapon attack against that creature. On a hit you deal 1d10 bludgeoning damage. This increases to 2d10 when you reach 5th level, 3d10 at 11th level and 4d10 at 17th level. Furthermore, you can use hydro pump to extinguish a nonmagical fire you can see within 60 feet in a 5-foot square.<br />
<br />
}}<br />
<br />
====Bolteon====<br />
{{5e Subrace Traits<br />
|abilities=Your Strength score increases by 1.<br />
|trait1=Elemental Lightning Infusion<br />
|description1=You have resistance to lightning damge.<br />
|trait2=Jolting Speed<br />
|description2=You ignore difficult terrain cause by natural terrain.<br />
|trait4=Thunder Bolt<br />
|description4=As an action, you can release a bolt of lightning from your body. Choose a creature you can see within 60 feet. Make a ranged weapon attack against that creature. On a hit you deal 1d10 lightning damage. This increases to 2d10 when you reach 5th level, 3d10 at 11th level and 4d10 at 17th level. <br />
<br />
}}<br />
<br />
====Flameon====<br />
{{5e Subrace Traits<br />
|abilities=Your Constitution score increases by 1.<br />
|trait1=Elemental Fire Infusion<br />
|description1=You have resistance to fire damge.<br />
|trait2=Sunny Days<br />
|description2=You can use an action to begin emitting sunlight. You emit bright light to 30 feet and dim light a further 30 feet. This light persists until you end it on your turn &ndash; no action required &ndash; or you fall unconscious. When a creature in this bright light takes fire damage, it takes a further 2 fire damage. This increases to 4 damage at 5th level, 6 damage at 11th level and 8 damage at 17th level.<br />
|trait3=Fire Fluff<br />
|description3=You may ignite a flammable object by touching it. Furthermore, a creature grappling you takes 1d6 fire damage at the start of its turn. This increases to 2d6 damage when you reach 5th level, 3d6 at 11th level and 4d6 at 17th level.<br />
}}<br />
<br />
====Psyceon====<br />
{{5e Subrace Traits<br />
|abilities=Your Intelligence score increases by 1.<br />
|trait1=Elemental Eon Infusion<br />
|description1=You have resistance to psychic damge.<br />
|trait2=Pychic Mind<br />
|description2=You can communicate telepathically with any creature you can see within 30 feet of you.<br />
|trait3=Eon Psionics<br />
|description3=You know the ''lights'' cantrip. When you reach 3rd level, you can cast the ''command'' spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the ''moonbeam'' spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.<br />
}}<br />
<br />
====Darkeon====<br />
{{5e Subrace Traits<br />
|abilities=Your Strength score increases by 1.<br />
|trait1=Elemental Darkness Infusion<br />
|description1=You have resistance to psychic damge.<br />
|trait2=Fake Out<br />
|description2=On your first turn after rolling initiative, if you hit a creature with an attack, that creature has disadvantage on its next attack roll made before the end of its next turn. <br />
|trait3=Moonly Glow<br />
|description3=You know the ''faerie fire'' cantrip.<br />
|trait4=Assurance<br />
|description4=When you hit a creature with an attack, instead of rolling for damage you instead deal the maximum damage for that attack. You must finish a short or long rest before you can do so again.<br />
}}<br />
<br />
====Grasseon====<br />
{{5e Subrace Traits<br />
|abilities=Your Wisdom score increases by 1.<br />
|trait1=Elemental Life Infusion<br />
|description1=You have advantage on saving throws against poison, and you have resistance against poison damage.<br />
|trait2=Plant-Like<br />
|description2=You have advantage on Dexterity (Stealth) checks to hide in foilage.<br />
|trait3=Chlorophyll<br />
|description3=When you are in bright sunlight, you have advantage on initiative rolls.<br />
|trait4=Leaf Guard<br />
|description4=If you are subject to fire or necrotic damage, and the damage dealt is 4 or less, you instead take no damage. This increases to 6 damage at 5th level, 8 damage at 11th level and 10 damage at 17th level.<br />
}}<br />
<br />
====Frosteon====<br />
{{5e Subrace Traits<br />
|abilities=Your Constitution score increases by 1.<br />
|trait1=Elemental Ice Infusion<br />
|description1=You have resistance to cold damage.<br />
|trait2=Snow Adaptation<br />
|description2=You have advantage on Dexterity (Stealth) checks to hide in ice or snow. Furthermore, you ignore difficult terrain caused by ice or snow.<br />
|trait3=Ice Beam<br />
|description3=You can use your action to emite a beam of ice from your mouth. Each creature in a 5 by 30 ft. line must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 cold damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your ice beam, you can’t use it again until you complete a short or long rest.<br />
}}<br />
<br />
====Nympeon traits====<br />
{{5e Subrace Traits<br />
|abilities=Your Charisma score increases by 1.<br />
|trait1=Elemental Light Infusion<br />
|description1=You have resistance to radiant and necrotic damage.<br />
|trait2=Moonbeam<br />
|description2= When you reach 5th level, you can cast the ''moonbeam'' spell once with this trait and regain the ability to do so when you finish a long rest.<br />
|trait3=Ribbons<br />
|description3=You have four ribbons. You can use a ribbon for one of the following effects. Each ribbon can be used once. You regain all the uses of your ribbons when you finish a long rest.<br />
* Reach 30 feet and make one object interaction<br />
* Choose a humanoid you can see within 30 feet. You learn that creature's prevailing emotion. If the target is not humanoid or is immune to being charmed, you sense that it is calm.<br />
* Make a grapple check against a creature within 30 feet. If you succeed the contested grapple check by 5 or more against a humanoid, you strangle the target, dealing 2d6 bludgeoning damage.<br />
}}<br />
<br />
===Random Height and Weight===<br />
eevaform<br />
{{heightweight<br />
|name=eevaform<br />
|feet=6 ft<br />
|inches=<br />
|heightmod=2d12<br />
|weight=90 lbs<br />
|weightmod=2d10<br />
}}<br />
eevlet<br />
{{heightweight<br />
|name=eevlet<br />
|feet=2 ft<br />
|inches=<br />
|heightmod=2d12<br />
|weight=35 lbs.<br />
|weightmod=2d10<br />
}}<br />
<br />
== Eevlet Feats ==<br />
When your eevlet character gains a level and receives the Ability Score Increase feature, you may instead take one of the following eevlet feats.<br />
<br />
=== Absorb Element ===<br />
''Prerequisite:'' Eevlet race; bubbleon, bolteon, flameon, frosteon or nympeon subrace<br />
<br />
When you are subjected to damage of a certain type, you take no damage and instead regain a number of hit points equal to the damage of that type. You must finish a long rest before you can use this feature again.<br />
<br />
The damage type depends on your eevlet subrace, as follows.<br />
<br />
* Bubbleon &ndash; acid<br />
* Bolteon &ndash; lightning<br />
* Flameon &ndash; fire<br />
* Frosteon &ndash; cold<br />
* Nympeon &ndash; radiant<br />
<br />
=== Psychic Body ===<br />
''Prerequisite:'' Eevlet race, psyceon subrace<br />
<br />
When you are subjected to psychic damage, you take no damage. Instead, choose one creature you can see within 30 feet: that creature takes the psychic damage instead. You must finish a long rest before you can use this feature again.<br />
<br />
=== Pitch-Black ===<br />
''Prerequisite:'' Eevlet race, darkeon subrace<br />
<br />
When you are subjected to necrotic damage, you take no damage. Instead, choose one creature you can see within 30 feet. That creature must make a Wisdom saving throw. The DC equals 10 or half the necrotic damage, whichever number is higher. On a failed save, the creature is stunned until the end of its next turn. You must finish a long rest before you can use this feature again.<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:user]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <br />
[[Category:Elemental Type]]</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=Eevlet_(5e_Race)&diff=1806836Eevlet (5e Race)2024-02-08T14:17:47Z<p>Marasmusine: Nympeon. Ribbons are interesting, no?</p>
<hr />
<div>{{needsbalance|07:17, 8 February 2024 (MST)|I have finished a first pass on improving subraces, it is now playable, just needs a set of eyes to check for balance/errors.}}<br />
{{Copyright Disclaimer|owner=Creatures Inc.''', '''Game Freak''', and '''Nintendo|franchise=Pokémon}}<br />
== eevlet ==<br />
<!--Optional: Lead paragraph, a quote for example.--><br />
<br />
===Physical Description===<br />
The young eevlet has brown fur with luxurious white neck ruffs, a fluffy tail, and large black eyes. A bubbleon has blue skin without fur, as well as finned manes, tails, and claws suited for an aquatic lifestyle. The bolteon's fur is spiked and yellow in color, without a tail but with tail-like spines where one would normally be located. Its neck ruffs are also white and spiked. A flameon resembles an eevlet but with orange-tinged fur and yellow or orange neck and tail furnishings. psyceon has pink or purple fur with a gemstone set in its forehead; its tail is thin and bifurcated. A darkeon is utterly black in coloration with yellow rings adorning its forehead, ears, tail, arms, and legs. grasseon's coat is yellowish with leaf-shaped ears and tail; its leaf-like hair forms a question mark shape and grass grows from its chest, wrists, and ankles. A frosteon has light cyan fur with a flat tail bearing blue diamond shapes on its extremities and trailing ribbons from its head. A nympeon has light pink fur with four ribbons and a smaller, darker pink tail. All have an anthropomorphic, fox-like stance and demeanor.<br />
<br />
===Society and History===<br />
The eevlet and eevaforms all revere the great deity Arceus above all others. At nine years of age, an eevlet undergoes a solemn ritual that transforms it permanently into one of the eight canonical eevaform types. Without this rite of passage, an eevlet would remain in that form for its entire natural lifespan. These peoples establish self-contained settlements exclusively for eevlets and eevaforms, catering specialized facilities to each eevaform type - aquatic pools for bubbleons, gymnasiums for bolteons, hot springs for flameons, libraries for psyceons, battle halls for darkeons, gardens for grasseons, snow domes for frosteons, and gentleman's clubs for nympeons. Members of all eevaform varieties may access any establishments within their communal hamlets.<br />
<br />
===Eevlet Names===<br />
Eevlet names are common, and when they undergo the ritral, they get names based on their eevaform.<br />
<br />
'''male eevlet names:''' John, Dave, Billy<br />
<br />
'''female eevlet names:''' Penny, Christein, Joise<br />
----<br />
'''male bubbleon names:''' Riptide, Webs, Shark<br />
<br />
'''female bubbleon names:''' Tsunami, Coral, Anemone<br />
----<br />
'''male bolteon names:''' Bolt, Thor, Radian<br />
<br />
'''female bolteon names:''' Inani, Gamma, Bronte<br />
----<br />
'''male flameon names:''' Burn, Flare, Ash<br />
<br />
'''female flameon names:''' Ember, Cyra, Brigid<br />
----<br />
'''male psyceon names:''' Aladdin, Ambrose, Cyfrin<br />
<br />
'''female psyceon names:''' Diana, Eos, Evelina<br />
----<br />
'''male darkeon names:''' Balam, Acheron, Christopher <br />
<br />
'''female darkeon names:''' Lilith, Luna, Maleficent<br />
----<br />
'''male grasseon names:''' Brich, Wolfsbane, Venus<br />
<br />
'''female grasseon names:''' Ivy, Sundew, Willow<br />
----<br />
'''male frosteon names:''' Frost, Boreas, Chill<br />
<br />
'''female frosteon names:''' Crystel, Winter, Aurora<br />
----<br />
'''male nympeon names:''' Archer, Arcenio, Gardevoir<br />
<br />
'''female nympeon names:''' Sylvia, Tiana, Pixie<br />
----<br />
<br />
===Eevlet Traits===<br />
{{5e Racial Traits<br />
|summary=Small natural elementals who grow and morph into 8 different eevaforms, of the water, thunder, fire, eon, dark, life, ice, and light elements.<br />
|abilities=Your Dexterity score increases by 1.<br />
|age=Eevlet's mature at around 9 years old, the time they grow into a eevaform. They can live to about 90 years.<br />
|alignment=The alignments of the eevlets and eevaforms are intimately tied to their transformation rituals and the nature spirits they embody. As young eevlets, they have a neutral disposition, in tune with nature but not yet manifesting stronger tendencies. However, the ritual each undergoes to ascend to their eevaform calling profoundly shapes their worldview and ethics. Bubbleons adopt a lawful or good bent, respecting the natural order of the waters. Bolteons are often chaotic or neutral in reverence of thunder's untamable power. Flameons frequently embody lawfulness, warmth, and protection. Psyceons and nympheons embrace good-aligned insights. Darkeons and umbreons take on neutral or evil alignments befitting shadows and mysteries. Grasseons and frosteons find harmony in nature's neutral rhythms. Though starting as neutrals, the alignments of eevlets are malleable, determined by which elemental spirit calls them into maturity and guides their role within their communities.<br />
|size= Standing upright, an eevlet is between 5 and 7 feet tall. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|languages= You can speak, read, and write Common and one other language of your choice. <br />
|trait1=Scamper<br />
|description1=If you are not holding anything in your hands and you are wearing no or light armor, your walking speed increases by 10 feet.<br />
|trait2=Darkvision<br />
|description2=You can see in dim light 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.<br />
|subrace=Choose a subrace: bubbleon, bolteon, flameon, psyceon, darkeon, grasseon, frosteon or nypeon.<br />
}}<br />
<br />
====Bubbleon====<br />
{{5e Subrace Traits<br />
|abilities=Your Constitution score increases by 1.<br />
|trait1=Elemental Water Infusion<br />
|description1=You have resistance to acid damge.<br />
|trait2=Amphibious<br />
|description2=You have a swim speed of 30 feet. You can breathe in water and air.<br />
|trait3=Aqua Camouflage<br />
|description3=When you take the Hide action and you are in water, you have advantage on the Dexterity (Stealth) check.<br />
|trait4=Hydro Pump<br />
|description4=As an action, you can release a geyser of water out of your mouth. Choose a creature you can see within 60 feet. Make a ranged weapon attack against that creature. On a hit you deal 1d10 bludgeoning damage. This increases to 2d10 when you reach 5th level, 3d10 at 11th level and 4d10 at 17th level. Furthermore, you can use hydro pump to extinguish a nonmagical fire you can see within 60 feet in a 5-foot square.<br />
<br />
}}<br />
<br />
====Bolteon====<br />
{{5e Subrace Traits<br />
|abilities=Your Strength score increases by 1.<br />
|trait1=Elemental Lightning Infusion<br />
|description1=You have resistance to lightning damge.<br />
|trait2=Jolting Speed<br />
|description2=You ignore difficult terrain cause by natural terrain.<br />
|trait4=Thunder Bolt<br />
|description4=As an action, you can release a bolt of lightning from your body. Choose a creature you can see within 60 feet. Make a ranged weapon attack against that creature. On a hit you deal 1d10 lightning damage. This increases to 2d10 when you reach 5th level, 3d10 at 11th level and 4d10 at 17th level. <br />
<br />
}}<br />
<br />
====Flameon====<br />
{{5e Subrace Traits<br />
|abilities=Your Constitution score increases by 1.<br />
|trait1=Elemental Fire Infusion<br />
|description1=You have resistance to fire damge.<br />
|trait2=Sunny Days<br />
|description2=You can use an action to begin emitting sunlight. You emit bright light to 30 feet and dim light a further 30 feet. This light persists until you end it on your turn &ndash; no action required &ndash; or you fall unconscious. When a creature in this bright light takes fire damage, it takes a further 2 fire damage. This increases to 4 damage at 5th level, 6 damage at 11th level and 8 damage at 17th level.<br />
|trait3=Fire Fluff<br />
|description3=You may ignite a flammable object by touching it. Furthermore, a creature grappling you takes 1d6 fire damage at the start of its turn. This increases to 2d6 damage when you reach 5th level, 3d6 at 11th level and 4d6 at 17th level.<br />
}}<br />
<br />
====Psyceon====<br />
{{5e Subrace Traits<br />
|abilities=Your Intelligence score increases by 1.<br />
|trait1=Elemental Eon Infusion<br />
|description1=You have resistance to psychic damge.<br />
|trait2=Pychic Mind<br />
|description2=You can communicate telepathically with any creature you can see within 30 feet of you.<br />
|trait3=Eon Psionics<br />
|description3=You know the ''lights'' cantrip. When you reach 3rd level, you can cast the ''command'' spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the ''moonbeam'' spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.<br />
}}<br />
<br />
====Darkeon====<br />
{{5e Subrace Traits<br />
|abilities=Your Strength score increases by 1.<br />
|trait1=Elemental Darkness Infusion<br />
|description1=You have resistance to psychic damge.<br />
|trait2=Fake Out<br />
|description2=On your first turn after rolling initiative, if you hit a creature with an attack, that creature has disadvantage on its next attack roll made before the end of its next turn. <br />
|trait3=Moonly Glow<br />
|description3=You know the ''faerie fire'' cantrip.<br />
|trait4=Assurance<br />
|description4=When you hit a creature with an attack, instead of rolling for damage you instead deal the maximum damage for that attack. You must finish a short or long rest before you can do so again.<br />
}}<br />
<br />
====Grasseon====<br />
{{5e Subrace Traits<br />
|abilities=Your Wisdom score increases by 1.<br />
|trait1=Elemental Life Infusion<br />
|description1=You have advantage on saving throws against poison, and you have resistance against poison damage.<br />
|trait2=Plant-Like<br />
|description2=You have advantage on Dexterity (Stealth) checks to hide in foilage.<br />
|trait3=Chlorophyll<br />
|description3=When you are in bright sunlight, you have advantage on initiative rolls.<br />
|trait4=Leaf Guard<br />
|description4=If you are subject to fire or necrotic damage, and the damage dealt is 4 or less, you instead take no damage. This increases to 6 damage at 5th level, 8 damage at 11th level and 10 damage at 17th level.<br />
}}<br />
<br />
====Frosteon====<br />
{{5e Subrace Traits<br />
|abilities=Your Constitution score increases by 1.<br />
|trait1=Elemental Ice Infusion<br />
|description1=You have resistance to cold damage.<br />
|trait2=Snow Adaptation<br />
|description2=You have advantage on Dexterity (Stealth) checks to hide in ice or snow. Furthermore, you ignore difficult terrain caused by ice or snow.<br />
|trait3=Ice Beam<br />
|description3=You can use your action to emite a beam of ice from your mouth. Each creature in a 5 by 30 ft. line must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 cold damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your ice beam, you can’t use it again until you complete a short or long rest.<br />
}}<br />
<br />
====Nympeon traits====<br />
{{5e Subrace Traits<br />
|abilities=Your Charisma score increases by 1.<br />
|trait1=Elemental Light Infusion<br />
|description1=You have resistance to radiant and necrotic damage.<br />
|trait2=Ribbons<br />
|description2=You have four ribbons. You can use a ribbon for one of the following effects. Each ribbon can be used once. You regain all the uses of your ribbons when you finish a long rest.<br />
* Reach 30 feet and make one object interaction<br />
* Choose a humanoid you can see within 30 feet. You learn that creature's prevailing emotion. If the target is not humanoid or is immune to being charmed, you sense that it is calm.<br />
* Make a grapple check against a creature within 30 feet. If you succeed the contested grapple check by 5 or more against a humanoid, you strangle the target, dealing 2d6 bludgeoning damage.<br />
|trait3=Moonbeam<br />
|description3= When you reach 5th level, you can cast the ''moonbeam'' spell once with this trait and regain the ability to do so when you finish a long rest.<br />
}}<br />
<br />
===Random Height and Weight===<br />
eevaform<br />
{{heightweight<br />
|name=eevaform<br />
|feet=6 ft<br />
|inches=<br />
|heightmod=2d12<br />
|weight=90 lbs<br />
|weightmod=2d10<br />
}}<br />
eevlet<br />
{{heightweight<br />
|name=eevlet<br />
|feet=2 ft<br />
|inches=<br />
|heightmod=2d12<br />
|weight=35 lbs.<br />
|weightmod=2d10<br />
}}<br />
<br />
== Eevlet Feats ==<br />
When your eevlet character gains a level and receives the Ability Score Increase feature, you may instead take one of the following eevlet feats.<br />
<br />
=== Absorb Element ===<br />
''Prerequisite:'' Eevlet race; bubbleon, bolteon, flameon, frosteon or nympeon subrace<br />
<br />
When you are subjected to damage of a certain type, you take no damage and instead regain a number of hit points equal to the damage of that type. You must finish a long rest before you can use this feature again.<br />
<br />
The damage type depends on your eevlet subrace, as follows.<br />
<br />
* Bubbleon &ndash; acid<br />
* Bolteon &ndash; lightning<br />
* Flameon &ndash; fire<br />
* Frosteon &ndash; cold<br />
* Nympeon &ndash; radiant<br />
<br />
=== Psychic Body ===<br />
''Prerequisite:'' Eevlet race, psyceon subrace<br />
<br />
When you are subjected to psychic damage, you take no damage. Instead, choose one creature you can see within 30 feet: that creature takes the psychic damage instead. You must finish a long rest before you can use this feature again.<br />
<br />
=== Pitch-Black ===<br />
''Prerequisite:'' Eevlet race, darkeon subrace<br />
<br />
When you are subjected to necrotic damage, you take no damage. Instead, choose one creature you can see within 30 feet. That creature must make a Wisdom saving throw. The DC equals 10 or half the necrotic damage, whichever number is higher. On a failed save, the creature is stunned until the end of its next turn. You must finish a long rest before you can use this feature again.<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:user]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <br />
[[Category:Elemental Type]]</div>Marasmusinehttps://www.dandwiki.com/w/index.php?title=Eevlet_(5e_Race)&diff=1806835Eevlet (5e Race)2024-02-08T14:05:53Z<p>Marasmusine: Frosteon was straight forward.</p>
<hr />
<div>{{needsbalance|[[Eevee (3.5e Race)|Even in 3.5e, eevee is an LA of +2]], so this is already a bit of a red flag. The issues with traits are too long to list, with resistance to blud/slash/pierc, surprising people during combat, random DCs that are way too high for low level enemies, unlimited casting of level 1+ spells... just scroll down and stop to see what you get.}}<br />
{{wikify|The subraces don't use proper templates.}}<br />
{{Copyright Disclaimer|owner=Creatures Inc.''', '''Game Freak''', and '''Nintendo|franchise=Pokémon}}<br />
== eevlet ==<br />
<!--Optional: Lead paragraph, a quote for example.--><br />
<br />
===Physical Description===<br />
The young eevlet has brown fur with luxurious white neck ruffs, a fluffy tail, and large black eyes. A bubbleon has blue skin without fur, as well as finned manes, tails, and claws suited for an aquatic lifestyle. The bolteon's fur is spiked and yellow in color, without a tail but with tail-like spines where one would normally be located. Its neck ruffs are also white and spiked. A flameon resembles an eevlet but with orange-tinged fur and yellow or orange neck and tail furnishings. psyceon has pink or purple fur with a gemstone set in its forehead; its tail is thin and bifurcated. A darkeon is utterly black in coloration with yellow rings adorning its forehead, ears, tail, arms, and legs. grasseon's coat is yellowish with leaf-shaped ears and tail; its leaf-like hair forms a question mark shape and grass grows from its chest, wrists, and ankles. A frosteon has light cyan fur with a flat tail bearing blue diamond shapes on its extremities and trailing ribbons from its head. A nympeon has light pink fur with four ribbons and a smaller, darker pink tail. All have an anthropomorphic, fox-like stance and demeanor.<br />
<br />
===Society and History===<br />
The eevlet and eevaforms all revere the great deity Arceus above all others. At nine years of age, an eevlet undergoes a solemn ritual that transforms it permanently into one of the eight canonical eevaform types. Without this rite of passage, an eevlet would remain in that form for its entire natural lifespan. These peoples establish self-contained settlements exclusively for eevlets and eevaforms, catering specialized facilities to each eevaform type - aquatic pools for bubbleons, gymnasiums for bolteons, hot springs for flameons, libraries for psyceons, battle halls for darkeons, gardens for grasseons, snow domes for frosteons, and gentleman's clubs for nympeons. Members of all eevaform varieties may access any establishments within their communal hamlets.<br />
<br />
===Eevlet Names===<br />
Eevlet names are common, and when they undergo the ritral, they get names based on their eevaform.<br />
<br />
'''male eevlet names:''' John, Dave, Billy<br />
<br />
'''female eevlet names:''' Penny, Christein, Joise<br />
----<br />
'''male bubbleon names:''' Riptide, Webs, Shark<br />
<br />
'''female bubbleon names:''' Tsunami, Coral, Anemone<br />
----<br />
'''male bolteon names:''' Bolt, Thor, Radian<br />
<br />
'''female bolteon names:''' Inani, Gamma, Bronte<br />
----<br />
'''male flameon names:''' Burn, Flare, Ash<br />
<br />
'''female flameon names:''' Ember, Cyra, Brigid<br />
----<br />
'''male psyceon names:''' Aladdin, Ambrose, Cyfrin<br />
<br />
'''female psyceon names:''' Diana, Eos, Evelina<br />
----<br />
'''male darkeon names:''' Balam, Acheron, Christopher <br />
<br />
'''female darkeon names:''' Lilith, Luna, Maleficent<br />
----<br />
'''male grasseon names:''' Brich, Wolfsbane, Venus<br />
<br />
'''female grasseon names:''' Ivy, Sundew, Willow<br />
----<br />
'''male frosteon names:''' Frost, Boreas, Chill<br />
<br />
'''female frosteon names:''' Crystel, Winter, Aurora<br />
----<br />
'''male nympeon names:''' Archer, Arcenio, Gardevoir<br />
<br />
'''female nympeon names:''' Sylvia, Tiana, Pixie<br />
----<br />
<br />
===Eevlet Traits===<br />
{{5e Racial Traits<br />
|summary=Small natural elementals who grow and morph into 8 different eevaforms, of the water, thunder, fire, eon, dark, life, ice, and light elements.<br />
|abilities=Your Dexterity score increases by 1.<br />
|age=Eevlet's mature at around 9 years old, the time they grow into a eevaform. They can live to about 90 years.<br />
|alignment=The alignments of the eevlets and eevaforms are intimately tied to their transformation rituals and the nature spirits they embody. As young eevlets, they have a neutral disposition, in tune with nature but not yet manifesting stronger tendencies. However, the ritual each undergoes to ascend to their eevaform calling profoundly shapes their worldview and ethics. Bubbleons adopt a lawful or good bent, respecting the natural order of the waters. Bolteons are often chaotic or neutral in reverence of thunder's untamable power. Flameons frequently embody lawfulness, warmth, and protection. Psyceons and nympheons embrace good-aligned insights. Darkeons and umbreons take on neutral or evil alignments befitting shadows and mysteries. Grasseons and frosteons find harmony in nature's neutral rhythms. Though starting as neutrals, the alignments of eevlets are malleable, determined by which elemental spirit calls them into maturity and guides their role within their communities.<br />
|size= Standing upright, an eevlet is between 5 and 7 feet tall. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|languages= You can speak, read, and write Common and one other language of your choice. <br />
|trait1=Scamper<br />
|description1=If you are not holding anything in your hands and you are wearing no or light armor, your walking speed increases by 10 feet.<br />
|trait2=Darkvision<br />
|description2=You can see in dim light 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.<br />
|subrace=Choose a subrace: bubbleon, bolteon, flameon, psyceon, darkeon, grasseon, frosteon or nypeon.<br />
}}<br />
<br />
====Bubbleon====<br />
{{5e Subrace Traits<br />
|abilities=Your Constitution score increases by 1.<br />
|trait1=Elemental Water Infusion<br />
|description1=You have resistance to acid damge.<br />
|trait2=Amphibious<br />
|description2=You have a swim speed of 30 feet. You can breathe in water and air.<br />
|trait3=Aqua Camouflage<br />
|description3=When you take the Hide action and you are in water, you have advantage on the Dexterity (Stealth) check.<br />
|trait4=Hydro Pump<br />
|description4=As an action, you can release a geyser of water out of your mouth. Choose a creature you can see within 60 feet. Make a ranged weapon attack against that creature. On a hit you deal 1d10 bludgeoning damage. This increases to 2d10 when you reach 5th level, 3d10 at 11th level and 4d10 at 17th level. Furthermore, you can use hydro pump to extinguish a nonmagical fire you can see within 60 feet in a 5-foot square.<br />
<br />
}}<br />
<br />
====Bolteon====<br />
{{5e Subrace Traits<br />
|abilities=Your Strength score increases by 1.<br />
|trait1=Elemental Lightning Infusion<br />
|description1=You have resistance to lightning damge.<br />
|trait2=Jolting Speed<br />
|description2=You ignore difficult terrain cause by natural terrain.<br />
|trait4=Thunder Bolt<br />
|description4=As an action, you can release a bolt of lightning from your body. Choose a creature you can see within 60 feet. Make a ranged weapon attack against that creature. On a hit you deal 1d10 lightning damage. This increases to 2d10 when you reach 5th level, 3d10 at 11th level and 4d10 at 17th level. <br />
<br />
}}<br />
<br />
====Flameon====<br />
{{5e Subrace Traits<br />
|abilities=Your Constitution score increases by 1.<br />
|trait1=Elemental Fire Infusion<br />
|description1=You have resistance to fire damge.<br />
|trait2=Sunny Days<br />
|description2=You can use an action to begin emitting sunlight. You emit bright light to 30 feet and dim light a further 30 feet. This light persists until you end it on your turn &ndash; no action required &ndash; or you fall unconscious. When a creature in this bright light takes fire damage, it takes a further 2 fire damage. This increases to 4 damage at 5th level, 6 damage at 11th level and 8 damage at 17th level.<br />
|trait3=Fire Fluff<br />
|description3=You may ignite a flammable object by touching it. Furthermore, a creature grappling you takes 1d6 fire damage at the start of its turn. This increases to 2d6 damage when you reach 5th level, 3d6 at 11th level and 4d6 at 17th level.<br />
}}<br />
<br />
====Psyceon====<br />
{{5e Subrace Traits<br />
|abilities=Your Intelligence score increases by 1.<br />
|trait1=Elemental Eon Infusion<br />
|description1=You have resistance to psychic damge.<br />
|trait2=Pychic Mind<br />
|description2=You can communicate telepathically with any creature you can see within 30 feet of you.<br />
|trait3=Eon Psionics<br />
|description3=You know the ''lights'' cantrip. When you reach 3rd level, you can cast the ''command'' spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the ''moonbeam'' spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.<br />
}}<br />
<br />
<br />
====Darkeon====<br />
{{5e Subrace Traits<br />
|abilities=Your Strength score increases by 1.<br />
|trait1=Elemental Darkness Infusion<br />
|description1=You have resistance to psychic damge.<br />
|trait2=Fake Out<br />
|description2=On your first turn after rolling initiative, if you hit a creature with an attack, that creature has disadvantage on its next attack roll made before the end of its next turn. <br />
|trait3=Moonly Glow<br />
|description3=You know the ''faerie fire'' cantrip.<br />
|trait4=Assurance<br />
|description4=When you hit a creature with an attack, instead of rolling for damage you instead deal the maximum damage for that attack. You must finish a short or long rest before you can do so again.<br />
}}<br />
<br />
====Grasseon====<br />
{{5e Subrace Traits<br />
|abilities=Your Wisdom score increases by 1.<br />
|trait1=Elemental Life Infusion<br />
|description1=You have advantage on saving throws against poison, and you have resistance against poison damage.<br />
|trait2=Plant-Like<br />
|description2=You have advantage on Dexterity (Stealth) checks to hide in foilage.<br />
|trait3=Chlorophyll<br />
|description3=When you are in bright sunlight, you have advantage on initiative rolls.<br />
|trait4=Leaf Guard<br />
|description4=If you are subject to fire or necrotic damage, and the damage dealt is 4 or less, you instead take no damage. This increases to 6 damage at 5th level, 8 damage at 11th level and 10 damage at 17th level.<br />
}}<br />
<br />
====Frosteon====<br />
{{5e Subrace Traits<br />
|abilities=Your Constitution score increases by 1.<br />
|trait1=Elemental Ice Infusion<br />
|description1=You have resistance to cold damage.<br />
|trait2=Snow Adaptation<br />
|description2=You have advantage on Dexterity (Stealth) checks to hide in ice or snow. Furthermore, you ignore difficult terrain caused by ice or snow.<br />
|trait3=Ice Beam<br />
|description3=You can use your action to emite a beam of ice from your mouth. Each creature in a 5 by 30 ft. line must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 cold damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your ice beam, you can’t use it again until you complete a short or long rest.<br />
}}<br />
<br />
====nympeon traits====<br />
a light elemental<br />
<br />
'''Ability score increase:''' your charisma score increases by +2, and your dexterity score increases by +1<br />
<br />
'''trait 1 = Damage perks'''<br />
<br />
because your a nympeon, you gain damage immunity to radiant, damage resistance to necrotic, and damage weakness to acid<br />
<br />
'''trait 2 = Emotion Magnet'''<br />
<br />
As a nympeon, you have 4 ribbons that can stretch 30 ft around you and be used as arms, and can carry up to 2x your normal push, pull, or lift strength. your ribbons can also pick up emotions from anyone within 30 ft of you , not their thoughts, but their emotions<br />
<br />
<br />
'''trait 4 = Moonblast'''<br />
<br />
as your action, you can cast ''moonblast'' without any required components, and your spellcasting ability for this is charisma.<br />
<br />
'''trait 5 = Strangle'''<br />
<br />
As your action, you can reach your ribbons to strangle a creature of your choice. they take 2d6 bludgeoning damage, and then must succeed a strength (athletics) or a dexterity (acrobatics) save throw or be grappled.<br />
<br />
----<br />
<br />
===Random Height and Weight===<br />
eevaform<br />
{{heightweight<br />
|name=eevaform<br />
|feet=6 ft<br />
|inches=<br />
|heightmod=2d12<br />
|weight=90 lbs<br />
|weightmod=2d10<br />
}}<br />
eevlet<br />
{{heightweight<br />
|name=eevlet<br />
|feet=2 ft<br />
|inches=<br />
|heightmod=2d12<br />
|weight=35 lbs.<br />
|weightmod=2d10<br />
}}<br />
<br />
== Eevlet Feats ==<br />
When your eevlet character gains a level and receives the Ability Score Increase feature, you may instead take one of the following eevlet feats.<br />
<br />
=== Absorb Element ===<br />
''Prerequisite:'' Eevlet race; bubbleon, bolteon, flameon, frosteon or nympeon subrace<br />
<br />
When you are subjected to damage of a certain type, you take no damage and instead regain a number of hit points equal to the damage of that type. You must finish a long rest before you can use this feature again.<br />
<br />
The damage type depends on your eevlet subrace, as follows.<br />
<br />
* Bubbleon &ndash; acid<br />
* Bolteon &ndash; lightning<br />
* Flameon &ndash; fire<br />
* Frosteon &ndash; cold<br />
* Nympeon &ndash; radiant<br />
<br />
=== Psychic Body ===<br />
''Prerequisite:'' Eevlet race, psyceon subrace<br />
<br />
When you are subjected to psychic damage, you take no damage. Instead, choose one creature you can see within 30 feet: that creature takes the psychic damage instead. You must finish a long rest before you can use this feature again.<br />
<br />
=== Pitch-Black ===<br />
''Prerequisite:'' Eevlet race, darkeon subrace<br />
<br />
When you are subjected to necrotic damage, you take no damage. Instead, choose one creature you can see within 30 feet. That creature must make a Wisdom saving throw. The DC equals 10 or half the necrotic damage, whichever number is higher. On a failed save, the creature is stunned until the end of its next turn. You must finish a long rest before you can use this feature again.<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:user]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <br />
[[Category:Elemental Type]]</div>Marasmusine