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| #1TomCostaMar 26, 2015 18:34:59 | So I wanted a way to capture the pixie and sprite as a playable and more balanced race. I'm curious as to what folks will think. It's definitely more complex than most of the other races, which is a negative. I think I may have found some balance with the flight and invisibility, but I'll see what you all think.
Puck
Puck’s are designed to be playable versions of pixies (puck bards) and sprites (puck rangers). I tried not to give them many spell-like abilities as most of their spell like abilities are duplicated by bard spells.
Puck Traits
Your puck character has a variety or natural and magical abilities, the results of their stature and origins among the Feywild. This race—particularly its flight and tiny stature—adds a level of complexity to the game that other races do not.
- Ability Score Decrease and Increase. You Strength score decreases by 4, and your Dexterity score increases by 4 .
- Age. Pucks live as long as elves. In the Feywild, they measures time in centuries and are effectively immortal unless they are slain.
- Alignment. Pucks love freedom, merriment, and the security of their homes. They will, likewise, fight, often in an organized manner, to defend those precious gifts for themselves and others. They are innately good, unless corrupted. They are generally neither bound by rules, nor unappreciative of a certain amount of order to protect their precious freedoms. They are often neutral in respect to law and chaos.
- Size. Pucks range from 6 inches to just over a foot in height. Your size is Tiny. See Tiny Stature below.
- Speed. Your base walking speed is 10 ft. You also have gossamer wings that grant you flight (see Flight below).
- Easily Overlooked. Your size and familiarity with hiding from big folk grant you advantage on Dexterity (Stealth) checks . Moreover, your size makes hiding in a pouch or pocket feasible.
- Fey Magic . You know the druidcraft cantrip.
- Flight. You have a base fly speed of 30 ft. However, you have an altitude limit of 20 ft above ground. For every 5 ft. above 20 ft. that you try to fly, you must make a Constitution saving throw each round. The DC is 10 +1 for every 5 ft. above 20 ft. On a failed saving throw, you suffer one level of exhaustion (see PH 291). You can no longer fly if your speed is reduced. You cannot wear medium or heavy armor, wield heavy weapons, or carry a heavy load while flying .
- Heart Sight. When you touch a creature, you magically know the creature’s current emotional state and whether the creature is a celestial, fiend, or undead. If the target fails a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma modifier), you also know the creature’s alignment. Celestials, fiends, and undead have disadvantage on this saving throw. You can use this trait a number of times equal to 1 + your Charisma modifier. When you finish a short or long rest, you regain all expended uses of this trait .
- Invisibility. You can magically turn invisible until you attack or cast a spell or until your concentration ends (as if concentrating on a spell). Any equipment your wear or carry also becomes invisible. You can’t use this trait again until you finish a short or long rest .
- Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts.
- Tiny Stature . Your Tiny size reduces the type of die you use for hit die and hit points by one die type. For example, a puck ranger rolls d8s for her hit dice and hit points instead of d10s. In addition, because your weapons are similarly Tiny, you halve the base (unmodified) damage you roll with weapon attacks (minimum of 1 damage). You cannot wield heavy weapons. Finally, you have disadvantage on Strength (Might) checks.
- Conversely, because you are Tiny, you enter the space of a Small or larger creature and end your turn there or move through the space. You are considered adjacent to the creature with whom you are sharing the pace.
- Languages. You can speak, read, and write Common and Sylvan.
Fey Background
- Skill Proficiencies: Performance, Stealth
- Tool Proficiencies: Herbalism kit (this proficiency allows you to brew sprite sleep poison), one type of musical instrument
- Equipment: Herbalism kit, a musical instrument (one of your choice), a set of common clothes, and a belt pouch containing 5 gp
- Feature: Fey Crossings - You know the location of a fey crossing (DMG 50) on the Material Plane into the Feywild and another crossing in the Feywild that will return you to a location near your starting point on the Material Plane. You also know other fey that may be convinced to part with knowledge of other fey crossings.
Sample Poisons
Sprite Sleep Poison (Injury). This poison is typically made only by sprites, pucks, and other small fey to coat their arrows. They harvest rare flowers, mosses, and fungi, sometimes crossing dangerous territory to do so. If desperate, pucks even steal their ingredients from the gardens of hags.
A creature subjected to the poison must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. IF its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration or until it takes damage or another creature takes an action to shake it awake.
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| #2Ramius613Mar 26, 2015 22:13:46 | When I read the title, all I could think is that this race's nemesis would be a race of L-shaped sticks. |
| #3SeamusTheBardMar 27, 2015 7:12:16 | I love the concept, and I like the execution, but I do have a few reservations/notes.
- Ability Scores are a bit much. A 4 point swing is a pretty big deal in this edition. It's not that I think it's broken or anything, just maybe a bit more prone to min-maxing than this edition seems to be going for. I'd recommend -2 Str, +2 Dex, +1 Cha
- Flight, Heart Sense, AND Invisibility seem like a bit much. I think it would probably be safe to drop Invisibility altogether and move it to a race-specific feat, as they did with the Deep Gnome's more powerful abilities.
- The base weapon damage is overly complicated, especially when you start having to deal with resistances and other modifiers at the table. It's not really THAT much extra math, but its enough that it's going to be noticeable and will feel like a drag after the first session. Knock the dice size of "tiny weapons" down by one and be done with it.
The biggest ACTUAL problem is that a puck warlock or bard could potentially hide in a party membet's pocket or under their hat and cause all kinds of problems. It's kind of always going to be a problem with any Tiny player races though. Not really much that can be done about that.
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| #4Macv12Mar 27, 2015 8:38:29 | I don't see why you'd need a STR penalty and separate penalties to STR checks and damage. I'd get rid of the stat penalty and just apply penalties to their checks. I'm not a fan of penalizing damage, personally. They're magic, after all; I'd like to have the option of being a competent paladin or barbarian with this race. A barbarian that can fly around a few inches from your nose while dragging a cleaver after them might actually be scarier than the standard variety :o
I imagine such penalties are already implied by being Tiny, though. Did you check what the book says about the implications of size difference? I'd make a note of those changes in the "your size is Tiny" part so players know they don't have to go look it up, since it's the only race you'd have to know them for.
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| #5Macv12Mar 27, 2015 8:37:26 | EDIT: *snip*
Look, forum; I know my insights are of world-shaking importance, but there's no need to double-post them. Really, it's okay. It makes the other posters look bad.
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| #6TomCostaMar 27, 2015 10:52:01 | Seamus, the feat idea is a great one. I should have thought of that as I did that for a duergar conversion. I like the others too.
Marcv, I see your point about the penalties. I'll have to think about that. That said, its just hard to see a 1 foot creature potentially having such a high Strength. Might be a mix of both of your suggestions is in order, a reduction to the Strength penalty
Thanks to you both.
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| #7TomCostaMar 27, 2015 11:19:55 | So here are the edits. I also beefed up Easily Overlooked a bit. Most of it is more clarity than anything. Tiny Stature is a pretty big hit that needs to be compensated by some defensive bonuses and the Flight bonuses are a bit limited by the 20 ft limit (which is within range for all missile weapons and within reach for some larger creatures). I also decided to increase their size a bit to 9-18 inches. Thoughts?
Ability Score Decrease and Increase. You Strength score decreases by 2, your Dexterity score increases by 2 , and your Charisma score increases by 1.
Easily Overlooked. Your size and familiarity with hiding from big folk grant you advantage on Dexterity (Stealth) checks . Moreover, due to your stature, you can more easily find hide and find cover (as determined by the DM). You can hide even when you are obscured only by a creature that is at least one size larger than you. In addition, hiding behind most creatures grants you at three-quarters cover.
Tiny Stature . Your Tiny size reduces the type of die you use for hit die and hit points by one die type. For example, a puck ranger rolls d8s for her hit dice and hit points instead of d10s. Similarly, because your weapons are similarly Tiny, you reduce the damage die by one die type. You cannot wield heavy weapons. Finally, you have disadvantage on Strength (Might) checks.
Conversely, because you are Tiny, you can enter the space of a Small or larger creature and end your turn there or move through the space. You are considered adjacent to the creature with whom you are sharing the pace.
Feat
Fey Invisibility
Prerequisite: Puck.
You can magically turn invisible until you attack or cast a spell or until your concentration ends (as if concentrating on a spell). Any equipment your wear or carry also becomes invisible. You can’t use this trait again until you finish a short or long rest.
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| #8KayalMar 28, 2015 4:21:41 | What the puck? No, seriously though, you should expect a lot of bad puns when this race is being played.
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| #9JenksMar 28, 2015 16:12:24 | I really REALLY like the theme of this race. It could be cleaned up in a couple of spots, mainly the stats, but it's a very cool idea.
A+
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| #10TomCostaMar 28, 2015 19:34:42 | Thanks Jenks. I appreciate that.. Beyond the changes I already suggested, how would you clean it up?
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| #11SeamusTheBardApr 13, 2015 19:05:25 | I like the changes. If you want to hammer out the details and submit it to my site (www.collegeoflore.com) , I'd be happy to add it to my library.
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| #12TomCostaApr 17, 2015 13:09:11 | Thanks for your interest Seamus. I don't have a problem with posting on your site. Not sure when I'll get around to fleshing it out, but will keep you in mind.
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