Avariel Subrace

Post/Author/DateTimePost
#1

DwarfLordSeven

Mar 05, 2015 22:09:59

Subrace: Flying Elf (Avariel)

 

Ability Score Adjustment: Your Charisma score increases by 1.

Airborne: You gain a fly speed of 30ft.

Avariel Weapon Training: You have proficiency with the lance, spear, and javelin; and when using a lance, you are considered to be mounted when you are flying.

#2

transcendantviewer

Mar 06, 2015 12:14:47

This looks great and all, but I have to point out, the DMG says letting PCs fly before about level 6 is a problem. The 3rd dimension added to the battlefield makes things easier for that character and can severely upset the balance of combats. An Avariel with a Longbow can be untouchable against a mob of goblins. Especially because they can just fly at about 100 feet up and just pick them off.

#3

Novama

Mar 06, 2015 13:09:56

Because of previously made comment I would suggest making the subclass closer to the structure of the Drow. Some base feature gets stronger as they level similarly to how the drow get spells as they level. One of the features they get as they level could be the fly speed which would be closer to the level 6 mark. This gives you room for additional features you could add to fill out the template, or for balancing issues, you may just leave it at the flying since it is fairly powerful and could be coupled with the lance for some.

 

I would also increase the fly speed to make the lance use with 1 hand more plausible. A horse can move 40 feet. However, is the one handed condition specific to the speed of the mount or the fact that you're now around 10 feet off the ground so your lance would be at a slightly downward angle for use (which it would be since you are holding it with one hand). 

 

If the speed isn't increased, I would suggest stipulating the character must at least be 5 feet off the ground to gain the mounted bonus to the lance.

(Reply to #3)

transcendantviewer

Novama wrote:
#5

DwarfLordSeven

Mar 06, 2015 22:46:01

So, I should have mentioned that the campaign is taking place in a fractured air world (similar to Outland in World of Warcraft), where floating isles are separated by vast areas of empty space, and the party "obtained" an airship from some sky pirates at the end of the first session. (the character who asked it playing an avariel is a new player interested in joining)

 

Would it be worth it to limit flight in one of the following ways?

 

1) You are able to fly only in short bursts, and must land after flying a number of feet equal to your constitution modifier plus your proficiency bonus, multiplied by ten 

 

2) You may only fly a number of minutes (or hours) equal to your constitution modifier plus your proficiency bonus or else suffer a level of exhaustion.  the time resets after taking a short or long rest. (I know the DMG discusses flying mounts needing 1 hour of rest after each 3 hours of flight)

 

3) In order to fly, you must be wearing light or no armor, and carrying only up to half of your normal weight limit.

 

4) Your fly speed is equal to your proficiency bonus x10.

#6

Arthull

Mar 07, 2015 15:29:03

 Is this race able to fly through magical means or do the have wings?

 

 If they have wings I'd say they have hollow bones aswell and give them disavantage on attacks that would push or move them in some way because of thier lighter waight . I also like the idea they they cant carry as much or wear heavy armor in order to fly . Closed in spaces should give them disavantage on attacks too .

 

 If this is  magic flying then I'd use concentration for it and if they lose consentration they fall . Also nulified magic areas and dispel and counterspell would make them fall prone .

#7

DwarfLordSeven

Mar 07, 2015 23:01:50

Totally wings.

#8

Mechatarrasque

Mar 09, 2015 12:15:33

I seem to recall a description of Princes of the Apocalypse saying that one of the bad guys is pretending to be an avariel.  Since there is supposed to be a couple of new races stat'd out, I would think the avariel could be one of them.  

#9

Saelorn

Mar 09, 2015 13:16:22

Didn't that race take double damage from fire and bludgeoning weapons, back in 2E? I seem to recall that it was the case, specifically to balance out a race that could totally fly.

#10

Mechatarrasque

Mar 10, 2015 8:37:38

The Elemental Evil's player's companion (available at DTRPG) doesn't have avariel's but, it has aarokocra as a playable race.  I haven't had time to look too closely, but I did see this in the entry:

 

Flight. You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.

#11

DwarfLordSeven

Mar 10, 2015 9:29:11

The other thing it says is:

 

Being able to fly at high speed starting at 1st level is exceptionally effective in certain circumstances and exceedingly dangerous in others. As a result, playing an aarakocra requires special consideration by your DM.

#12

cbwjm

Mar 10, 2015 15:29:47

DwarfLordSeven wrote:
#13

transcendantviewer

Mar 10, 2015 16:15:28

Given that the party is able to fly using an airship, I can see the draw to letting them play an airborn race, but keep in mind, flight is still stronger than just riding an airship. The people onboard the airship still can't fly. While they're trying not to get boarded, you can do laps around the enemy airship, taking pot-shots with a longbow and laughing when no one can touch you. Not only that, but you're also much faster than other characters and have greater maneuverability than them. You have the entire sky to use as your battlefield, the others don't. You have to take that into consideration. I think at best, until level 6 or so, the best they should have is a glide speed. Every 10 feet they fall, they can move 30 feet forward. Also, they don't take falling damage because they can glide to the ground safely, even while unconscious because their wings will unfurl themselves enough to slow their fall. I think that's good enough.

#14

cbwjm

Mar 10, 2015 17:30:47

transcendantviewer wrote: