Talk:Ambis (5e Race)
From D&D Wiki
Ambis Musicus Score[edit]
Cost | Racial Trait |
---|---|
2 | Wisdom score increases by 2. |
1 | Constitution score increases by 1. |
0 | Mute |
0.5 | Telepathic Touch |
2.5 | Gelatinous |
0.5-1 | Swim Speed |
0.5 | Amphibious |
0.5 | Extra Language of Choice. |
7.5-8 | Total. |
I noticed that this class is rather powerful on the scale presented. ‘Legal’ but still powerful. may I recommend giving it a vulnerability to toxins like diseases and poisons? I say this because being a single celled organism may make it vulnerable to such things. It may have evolved dramatically to have a powerful immune system but if a virus infected its single nucleus... well then that’s how plagues start. For personality traits and ideals, I imagine this species would tend to like their own species more because of the drasctic differences in communication. Or perhaps they’d be exceptionally social from the ease they have at communicating, which could be a flaw because it would basically translate as being overtalkative. CreeperWatcher23 (talk)
- We're a community and this is an incomplete page that hasn't been touched in a while, feel free to make edits to improve the page. —ConcealedLight (talk) 13:10, 1 January 2019 (MST)
- The Ambis currently has a high score on the musicus meter because of their Gelatinous feature, which is scored at 2.5. However, their gelatinous trait originally was originally far more powerful, reducing damage by half their character level instead. I think that was when they were scored at 2.5, but I'm not 100% sure. Either way, 7.5/8 is definitely considered on the high end, but is comparable to the score Dwarves have, and ultimately Gelatinous is their only really strong trait. Otherwise, I feel the best bet for reducing their strength would just be to reduce their ASI by 1; probably their constitution as they're already a potential attack sponge against foes that primarily do bludgeoning / piercing damage. Another possibility would be to rephrase Gelatinous: "As a reaction to taking bludgeoning / piercing damage, you can reduce the damage by your proficiency bonus. All further bludgeoning / piercing damage is then similarly reduced until the start of your next turn." This is the same amount of defensive strength, but means they have to save their reaction each round for it. Varkarrus (talk) 14:32, 5 January 2019 (MST)