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Dnd 5e homebrew classes lich
Dnd 5e homebrew classes lich







dnd 5e homebrew classes lich

In most settings, NPCs react with shock and horror to the undead, and they especially fear liches since they tend to be super evil. How is this character going to integrate into the campaign world? How is it going to integrate into the adventuring party? If you want to add all these traits, you can do that, but then we have to factor them in to the balance of the race. That's not necessarily a problem for gameplay, but it might lead to misunderstandings - for example if the player says "I hide underwater because I don't have to breathe" and the DM says "you do have to breathe" and the player says "I don't because I'm undead" and the DM says "this race doesn't say you're undead". They have a great deal of arcane knowledge which they accumulated in the process of becoming a lich. If killed, they regenerate from their phylactery. They don't have to sleep, eat, or breathe. Normally liches are tremendously powerful undead wizards. (You described this as advantage on "sight-based" intimidate checks, but nearly all intimidate checks are made against creatures that can see you, so this is nearly equivalent to advantage on all intimidate checks.) Some traits we normally associate with liches are missing The spreadsheet describes this as worth 2-4 points depending on how common an intimidate check is. Someone playing with this race would need to check with their DM and make sure the campaign would still work with a group of undead servants following the party around.Īlso, the animate dead spell either lets you create one undead servant, or maintain control over four of them if a character can only cast this spell once per day, they'll only be able to have one undead servant at a time, unless they allow the previous ones to go temporarily uncontrolled while creating new ones.

dnd 5e homebrew classes lich

Characters using animate dead can be disruptive to a campaign (see, eg, this question). The spreadsheet gives a cost of 3 points for this, but for this particular spell I have some worries. The spreadsheet says each of these should cost 2 points, for a total of 4 points. You might want to mention which stat will be used for the save DC for thunderwave (obviously intelligence, but still worth mentioning). There's precedent for creatures getting once-per-long-rest spells as racial abilities, and these spells won't be game-breaking. If you had a +2 and +1, the spreadsheet says it should cost 12 points.) ray of frost and thunderwave are fine (The spreadsheet agrees with this: no race should have +3 to a stat. You should make this intelligence +2 and add +1 to some other stat. This is too good because it can allow you to get an 18 in a stat for a starting character (using the standard array). It's worth looking at the detect balance spreadsheet when thinking about homebrew race balance.









Dnd 5e homebrew classes lich