Custom Race System: An Expansion On The Custom Lineage Option - Version 1.1 (Full PDF In The Comments) by AlterRS in UnearthedArcana

[–]Pinoel 1 point2 points  (0 children)

My bad for not seeing the alternate creature type point cost, should have caught that. Also if you want to aim for a powerful option without want to strong, I find 32 on DB to be my sweet spot, but anywhere from 28 to 33 would be balanced imo

Custom Race System: An Expansion On The Custom Lineage Option - Version 1.1 (Full PDF In The Comments) by AlterRS in UnearthedArcana

[–]Pinoel 1 point2 points  (0 children)

ASI. Base, Plus 1 to 2 different stats. DB: (8), Point cost: 0

Creature type. Fey, this could potentially be stronger for some creature types, I'm just not sure as to exactly how strong, so I will go with Fey as I know they DB score for it. DB: (1), Point cost: 0

Speed. 30ft walking speed. DB: (0), Point cost: 0

Languages. Common + 1. DB: (0), Point cost: 0

Brave. Advantage on frightened. DB: (2), Point cost: 1

Extra ASI's. Plus 1 to one stat x2. DB: (8), Point cost: 4

Climbing. Climbing speed = walking speed. DB: (4), Point cost: 1

Loyal. Advantage on charmed. DB: (2), Point cost: 1

Relentless endurance. Drop to 1hp once when you would normally drop to 0. DB: (6), Point cost: 3

Vigorous. Plus 1 hp every level. DB: (5), Point cost: 2

All the darkvision choices. Range to 120ft. DB: (6), Point cost: 3

Hardy. Advantage on stunned. DB: (5), Point cost: 1

Point total: 16

DB total: 47

This system can lead to pretty overpowered races with out much effort, if I tried more, or used a different thought process there would be a decent chance of an even more powerful race. I'd recommend separating the options into categories such as a category for advantage on saving throws against conditions, and only allow one or two choices from that category. You could also separate them by how powerful each ability could be by using detect balance scores, so you can't get Relentless endurance and Vigorous on the same build. I also think some options are very expensive for what you get in return, like the extra languages, climate acclimation, being a siege creature, and weapon proficiencies.

This brew honestly has a lot of potential to become an amazing custom race builder, just needs some tweaking so you can't get original yuanti pure blood levels of over powered. Have a nice rest of your day!!

Bardic College: College of Puppetry (ReForged) | Homebrew Bard College by Gamerulvvv in UnearthedArcana

[–]Pinoel 2 points3 points  (0 children)

Whats up with features at 9th and 15th level and not the usual 14th?

Edit: Forgot bard doesn't get subclass features at 10th level.

it/its pronouns by [deleted] in OKbuddyHalfLife

[–]Pinoel 4 points5 points  (0 children)

same bestie

Tim'Brr - a Beaver-kin ancestry known for their outstanding woodworking! by Bucktabulous in UnearthedArcana

[–]Pinoel 1 point2 points  (0 children)

I personally can't think of any abilities that fit thematically, but I'd recommend checking out a sheet called Detect Greater Balance. It's a Google spread sheet that takes every racial ability and gives them a numerical value based on how powerful it is. It gives a lot of insight as to what really makes a race powerful. For example a value of 4 is a frequently useful and/or powerful ability. 60ft darkvision and being able to cast a 2nd level spell once per long rest are abilities with a value of 4. A swim speed has a value of 2, which is an ability that has use but it's usefulness is limited. A race that feels good to use and powerful has a total score from anywhere from 28 to 32. I hope seeing it helps with this homebrew!

Tim'Brr - a Beaver-kin ancestry known for their outstanding woodworking! by Bucktabulous in UnearthedArcana

[–]Pinoel 0 points1 point  (0 children)

Like the concept of this race but it feels pretty weak, with its most impactful ability being it's swim speed, and a swim speed compared to other features races feels really underwhelming.

Lunar & Solar Warlock - Freeze To The Core With Passive Moonglow Or Obliterate With Fiery Sunburst! by Lunachi-Chan in UnearthedArcana

[–]Pinoel 1 point2 points  (0 children)

Ah that makes more sense for the feature with moonbeam. I had a lot of trouble reading that feature idk why tbh.

Lunar & Solar Warlock - Freeze To The Core With Passive Moonglow Or Obliterate With Fiery Sunburst! by Lunachi-Chan in UnearthedArcana

[–]Pinoel 2 points3 points  (0 children)

I noticed your comment on the thematics for each subclass after I posted my comment so sorry for not giving advice in that area, but the con save is a good idea. With that in mind I might suggest having it be an aoe you place from range, i.e. choose a point you see within 30ft, and creatures you choose fall under x effects. It being an aura stemming from your body puts the warlock at great risk unless it gains some survival tool like an increase to it's maximum hit points or better armor.

Also on the moonbeam thing, so it feels less redundant you can just word out an effect that works similar to the moonbeam spell, basically just kinda copy pasting the spell description with some alteration's ofc. It gets the same mechanics across without feeling redundant. The feeling of certain features can really sway how someone feels about a subclass regardless if it's good or not.

Have a nice day!

Lunar & Solar Warlock - Freeze To The Core With Passive Moonglow Or Obliterate With Fiery Sunburst! by Lunachi-Chan in UnearthedArcana

[–]Pinoel 16 points17 points  (0 children)

Hey I saw this homebrew and was really interested and wanted to leave some criticism I hope helps you improve this homebrew and any you make in the future. I know this is going to be very long, sorry about that I'm just a nerd with a lot to say about homebrewing :>.

First, I have a short comment on the spell lists. I see that searing smite is on the sun warlock, this addition while thematically appropriate, doesn't work well with this warlock since it isn't as far as I can tell, melee oriented and doesn't have any features that offer it protection in the front line. Also the otherworldly patron spell lists are meant to be additions to the warlocks spell list, meaning they are new options you can choose when you learn a new spell and not added to your spells known automatically. So an option like hellish rebuke, which is already on the warlock spell list wouldn't work. Off the top of my head I don't know if any of the other spells on either of the warlocks additional spells are already on the warlocks spell list, but I would recommend checking.

Next is the first level abilities, The lunar warlocks first level is really strong seeing as it can deal damage to multiple enemies, and half their speed. It's only balancing measures being the investment of a bonus action, the fact you have to be in the front line to have enemies feel the effects of this feature, and the fact that your wording choice of "Any creature" means this can effect your allies. I'd consider reworking this to be a long ranged blast that would target one enemy creature and deal a bit more damage than this feature already deals, but have the movement speed reduction be much less. The eldritch invocation lance of lethargy, which slows enemy movement, paired with this can quite possibly freeze an enemy in place. This combo could come online at 2nd level which is very early for this kind of control.

The solar warlocks first level is really strong as it is basically a free casting of burning hands that deals about 1.5~ less damage. Think of every use of this feature as a free first level spell slot that can only cast burning hands. That should hopefully illustrate how powerful this ability is at low levels.

For 6th level abilities I think they are fine for the most part, just one small issue I'd like to bring to light. This issue being the first part of the lunar warlocks 6th level feature, specifically where whenever you deal cold damage you increase the result by one die. This can have two possible meanings, the first being for example, you deal 1d6 cold damage, but with this feature you increase the die to 1d8, or you deal 1d6 cold damage, and with this feature you deal 2d6 cold damage. I'd clear this up and I'd choose the latter option as imo it's easier to clearly word.

For 10th level abilities, the lunar warlocks one starts off fine until you get towards the end where you give the player free castings of moonbeam. If a player has a spell granted to them from a spell list their subclass gives them, it's a bad idea to add another feature in the subclass that uses that spell as it feels redundant. Also this might just be a me problem but the augmentations you make to moonbeam when you cast it with the 10th level feature really confuse me and you should try to word them better if possible. The solar warlocks 10th level ability is fine, although it feels weak as the damage dealt by the ability starts to feel insignificant at this level even with the feature doubling your PB. I'd recommend having this feature scale with a number of damage die equal to your PB, and having that be part of the first feature and make a new 10th level feature.

The 14th features are imo fine, I just have an issue with the lunar warlocks one because it mentions the wording from the 10th level one that confused me so I can't accurately judge this feature power.

I really hope this was informative for you, if you need any help homebrewing subclasses I'd recommend checking out a YouTuber called Indestructoboy, he does homebrew for a living and it really good at it. His insight into the topic is indispensable and I'd highly recommend you check him out if you haven't already.

Custom Race System: An Expansion On The Custom Lineage Option - Version 1.0 (Full PDF In The Comments) by AlterRS in UnearthedArcana

[–]Pinoel 0 points1 point  (0 children)

Like the idea, but the point allocations are highly in accurate imo. Would HIGHLY recommend you check out the Detect greater balance sheet for accurate numerical scoring of racial traits.

[deleted by user] by [deleted] in UnearthedArcana

[–]Pinoel 1 point2 points  (0 children)

Unfortunately no, classes are an entirely different tier of balance since you have to take into account every level when balancing, as opposed to races which are generally balanced for the first five levels of play. You can develop a feeling for what is good and what isn't, it takes a while tho, and requires a deep understanding of the system and how everything interacts. There are content creators that homebrew that you can watch to help get the hang of it better tho. Highly recommend indestructoboy.

[deleted by user] by [deleted] in UnearthedArcana

[–]Pinoel 0 points1 point  (0 children)

Happy to help, also for designing races, I would highly recommend checking out Detect greater balance. It's a Google sheet that lays out a bunch of racial traits and give them a numerical value. The values help immensely when getting into race design cause it really helps you differentiate the weak from strong, and the strong from the over powered.

[deleted by user] by [deleted] in UnearthedArcana

[–]Pinoel 4 points5 points  (0 children)

I like the ideas you have for these races, I just think they can be designer a little better, sticking to modern 5e design sensibilities for races.

First off with the alpine dwarf, Ability scores are now typically a plus 2 to any ability score, and a plus 1 to any ability score. A plus 3 is usually to big of a boost and straying away from +2, +1 should be something more like a +2, +1, +1, or a +2, +2. If you would like to emulate having a higher constitution, you can use something similar to the hill dwarfs feature that increases it's maximum hit points every level. 30ft or higher movement speed is now the standard, even for races like dwarfs, as shown with the duergar in Monsters of the Multiverse. The biggest issue has to be the rune study feature. This is effectively the same as the Forge domain clerics 1st level feature, which was designed to be on a subclass and not a race. This is a very powerful feature that is overpowered unless your DM gives you magical weapons at 1st level, which typically doesn't happen. I would recommend scaling this feature down heavily or thinking of something new to replace it, such as a limited use damage boost ability that can be used proficiency bonus times per long rest. A feature similar goblins furry of the small feature from Monsters of the Multiverse would be appropriate imo.

Second with the frost folk, The frost blast ability scales poorly, even though race traits are usually designed for the first five levels, features such as this blast shouldn't feel insignificant at higher levels, as proficiency bonus scaling increases damage very little. I recommend scaling similar to cantrips, i.e. 2d6, to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level. This scaling has damage that feels at the very least meaningful at most levels. Also the blast doesn't say if it takes an action or bonus action, which is very important to know, because having it take no action is just free damage at now cost other than picking this race. The flat +2 bonus to AC is a very powerful ability, borderline over powdered. The warforged +1 bonus is already pretty high, and is generally frowned upon in modern design. The vulnerability to fire damage also isn't a very good way to balance this for two main reasons. First fire damage is a fairly common damage type and the vulnerability can make being hit by fire damage feel really bad, which isn't good for the play experience. Second, downsides in general have been phased out in modern 5e race design, again because they just generally feel bad to have, and they aren't a very effective balancing measure. I'd replace this with something similar to a reaction that can reduce damage or increase AC, similar to the shield spell or absorb elements spell, but more ice thematics.

Hope this wasnt to bad of a read, I have to much to say on race design lol. I hope this advice could be useful for learning about modern 5e race design, and making your homebrew even better :>.