Talk:Warforged, 3rd Variant (5e Race)
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Lets take a look of this race from a purely balance perspective.
- Ability score increases are fine but use incorrect wording
- Large races without a design disclaimer that uses the proper large size variant rules not ok, due to you being able to wield weapons that deal double damage
- Artificial Anatomy. How much hit points does this recover? The wording of this trait needs improving and you should not be able to heal back to full hp using this trait.
- Integrated Composite Plating. Static bonuses to AC are incredibly strong, and overall the wording on this trait is all over the place. Consider removing the +1 bonus and rewording the trait.
- Living Construct Sentinel. A standard warforged/construct trait that is pretty powerful.
- Self-Stabilizing. No PC should ever have advantage on death saving throws, it is far too strong.
Soldier(ok balance wise)
- Incredible Resolve. The wording on this trait need to be improved.
- Natural Weapon. Same as Incredible Resolve.
Scout(too powerful)
- Darkvision. Ok feature.
- Covert. You should not gain advantage on all stealth checks, and proficiency in Stealth checks is good enough.
Juggernaut(completely broken)
- Large size with the proper variant rules a +1 of an ability score by itself make this a powerful but not broken subrace.
- The speed needs to be reduced to 30 feet or else the subrace is again too powerful.
- Heavily Plated. I don't know what to say besides this is completely broken.
- Toughness. Again the subrace is too powerful with any other traits.
Tactician(too powerful)
- Innately Magical Construct. Ok feature.
- Tactical Knowledge. Too powerful, consider giving the subrace proficiency in an Intelligence based skill check.
Surveyor(ok balance wise but the subrace is a bit stronger than the others)
- Spotlight. Ok feature.
- Inquisitive Mind. Could be changed to proficiency in either skill, but it doesn't break anything by having both.
Infiltrator(same as surveyor)
- Darkvision. Ok feature.
- Quick Study. Same as Inquisitive mind
Overall the race is pretty good, but it has a few traits that make certain sections of the race far too powerful.--Blobby383b (talk) 04:32, 15 February 2018 (MST)
Initial Balance Pass Complete[edit]
Ok so i'm finished with my initial balance pass. I tried to keep everything around the same for points spent. Hopefully things aren't a little too over powered --Xanno
Warforged[edit]
Score: 7-7.5
Cost | Racial Trait | |
---|---|---|
1 | Constitution score increases by 1. | |
1 | Composite Plating | |
1 | Living Construct Sentinel | |
3 | Total. | |
- Warforged Soldier +4.5
Cost | Racial Trait | |
---|---|---|
2 | Strength score increases by 2. | |
1.5 | Incredible Resolve | |
1 | Natural Weapon | |
4.5 | Total. | |
- Warforged Scout +4
Cost | Racial Trait | |
---|---|---|
2 | Dexterity score increases by 2. | |
-1 | Small | |
1 | Movement 10ft from 25 base | |
.5 | Darkvision | |
1 | Naturally Stealthy | |
.5 | Skill Proficiency | |
4 | Total. | |
- Warforged Juggernaut +4.5
Cost | Racial Trait | |
---|---|---|
2 | Strength and Constitution score increases by 1. | |
1 | Relentless Endurance | |
1.5 | Toughness | |
4.5 | Total. | |
- Warforged Tactician +4
Cost | Racial Trait | |
---|---|---|
2 | Intelligence score increases by 2. | |
.5 | Magical Construct (cantrip) | |
1.5 | Innate Magic | |
4 | Total. | |
- Warforged Surveyor +4.5
Cost | Racial Trait | |
---|---|---|
2 | Wisdom score increases by 2. | |
1 | Extra 10ft movement | |
.5 | Cantrip | |
1 | Skill Proficiency | |
4.5 | Total. | |
- Warforged Infiltrator +4
Cost | Racial Trait | |
---|---|---|
2 | Charisma score increases by 2. | |
.5 | Darkvision | |
.5 | Cantrip | |
1 | Skill Proficiency | |
4 | Total. | |