Talk:Pixie (5e Race)
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I believe this playable race, as it stands, to be totally OP and unbalanced in relation to other playable races.
- For one, pixies receive 2x +2 to abilities while most standard races receive 1x +2 and 1x +1 adjustments. I'd suggest to give +2 to DEX to reflect the increased difficulty of hitting a tiny creature and +1 CHA OR alternatively give the player the choice of distributing 1x +2 and 1x +1 between CHA and DEX
- A fly speed in and of itself is really powerful and can lead for players to overcome obstacles of much higher CR, but also IMHO 35 ft is too fast (that's almost 12 bodylengths per six seconds, so two bodylengths/s which in medium creatures would result in 12ft/s or almost 72 ft per round). I'd suggest 25 ft would absolutely suffice while still allowing a pixie PC to keep up with a medium sized group
- To further balance the flying ability, I suggest attacks get disadvantage if done between movements (or at least ranged attacks)OR pixies can only hover in the same spot for a maximum of 1d4+CON rounds.
- The cumulation of Fey Ancestry, Darksight, Pixie Magic and Nature's Child seems a larger collection of additional traits than any of the other playable races get. I suggest removing darksight, but maybe in turn augment Pixie Magic to be able to cast Dancing Lights once per long or short rest. The invisibility spell itself is also rather powerful, and I would instead give pixies double-proficiency in stealth. Nature's Child seems most easily dispensable and IMHO doesn't change the fluff of the race itself so much.
- I just kinda find it funny that a tiny bastard sword (a butter knife really) does the same amount of damage as the real deal. If you have a tiny chain (half a necklace), it for some reason, still has the same reach as a regular one. I know there's tiny weapon variant rules in homebrew for that but it might be a good idea to mention some rules in the actual race to make it sound a little less silly (unless these pixies have freakishly long arms that can span the space between squares 0_0;) Maybe add a drop to the dice rolls of weapons you make smaller, but make it (as the person above me stated) harder for you to be hit, make it so you have to be in the square of a creature your attacking unless your weapon has reach, etc. I'm just prattling this off the top of my head as I don't remember the PHB mentioning anything about tiny PCs. Also, to nerf flying a bit maybe add a armor restriction like you can only fly when wearing light armor? Either way, I know I'm playing a pixie barbarian in my next session XD --Balthazar (talk) 17:03, 11 June 2016 (MDT)
- fly speed changed to 30 considering 25 (fly speed is op)
- what does the community think about halving weapon damage on shrunken weapons?
- what about straight up nerfing physical attacks(range/hit chance/damage)?
- maybe adding subclasses to replace "Innate Spellcasting."?
- --Momoe (talk) 11:29, 28 March 2017 (UTC)
I don't know if I want to be happy or scared.--209.97.85.48 19:31, 15 April 2017 (UTC)
Invisibility?[edit]
In it's current state, perhaps have invisibility come online at 3rd level and recharge on a long rest only? That'd probably make it pretty solid. --SgtLion (talk) 10:58, 27 July 2017 (MDT)
- I already talked about that when this page was linked on reddit. Just now getting around to changing that. — Geodude671 (talk | contribs) . . 19:16, 27 July 2017 (MDT)
Can't we just up the level required before invisibility can be cast on another creature? Would that alleviate the balance issues?--GamerAim (talk) 20:04, 11 August 2017 (MDT)
- The IP wants Invisibility's multiple targets to come online at 5th level, but I still feel that that is incredibly powerful for a racial trait, as a mage of another race would need to expend a 3rd-level slot to achieve the same effect. As Invisibility was, it was already pretty powerful pre-buff. — Geodude671 (talk | contribs) . . 20:11, 11 August 2017 (MDT)