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So, long story short, a PC race I plan on including in a homebrew setting of mine are a race of Gorgons, inspired by Vraska and the other gorgons of Magic: the Gathering.
Again cutting a long story short, my setting's gorgons are descendants of the elven race, but corrupted by a bad reaction to infusing themselves with draconic magic. Because of this, they are a highly mutable race; this is reflected in both their wide array of gaze attacks (subrace mechanic) and in the diverse array of physical and mystical traits they can bear, which is represented by racial feats.
Yes, I really like how 5e has begun trying to use racial feats to add some more "oomph" to its races, because hells know they need it.
Anyway! I'm really trying to better get a grasp of balancing the mechanics and exploring the possibilities, so, once again, I'm here hoping folks are interested in talking.
I want to reiterate that this is all first-draft stuff. I know that I want to give them a varied array of possible gazes, and I know I want to use feats to provide options for all three of Strengthening Gazes, Enhancing Gaze Themes, and Physical Mutations. This is just my slap-knuckle shot at doing that, and I'm fully prepared to rewrite this from the ground up.
Gorgon:
Ability Score Modifiers: +2 Charisma, +1 Constitution
Size: Medium
Speed: 30 feet
Vision: Darkvision 60 feet
Venom-Kissed: You have Resistance to Poison damage and Advantage on saving throws against Poison and Disease.
Writhing Mane: Your head bears a tangle of serpentine tendrils, which you can use to manipulate objects as if you had cast the Mage Hand cantrip. Additionally, you have Advantage on Grapple checks.
Gaze Attack: As a bonus action, you can unleash a gaze attack on a single creature within 30 feet that you can see and which can see your eyes. The targeted creature must make a Constitution saving throw, with a DC of 8 + your Charisma modifier + your Proficiency bonus. On a failed save, the target takes 2d6 damage and suffers an after-effect. On a successful save, the victim only takes half-damage. The damage inflicted by a failed save increases by +1d6 at levels 6 (3d6), 11 (4d6) and 16 (5d6). Once you have used your Gaze Attack, you must complete a short rest before you can use it again.
Spectrum of Vision: You belong to a specific caste of gorgons, which determines the power of your gaze attack. Choose either the Stone-Eyes, Dust-Eyes, Cinder-Eyes, Frost-Eyes, Venom-Eyes or Thrall-Eyes subrace.
Stone-Eyes:Your Gaze Attack inflicts Force damage. On a failed save, the target is Paralyzed until the end of your next turn. A creature slain by your Gaze Attack is Petrified.
Dust-Eyes: Your Gaze Attack inflicts Necrotic damage. On a failed save, the target is Stunned until the end of your next turn. A creature slain by your Gaze Attack is Disintegrated.
Cinder-Eyes: Your Gaze Attack inflicts Fire damage. On a failed save, the target takes bonus Fire damage equal to your Charisma modifier. A creature slain by your Gaze Attack is Disintegrated.
Frost-Eyes: Your Gaze Attack inflicts Cold damage. On a failed save, the target takes bonus Cold damage equal to your Charisma modifier. A creature slain by your Gaze Attack is Frozen Solid (treat as Petrified, but the target is Vulnerable to all damage instead of Resistant).
Venom-Eyes: Your Gaze Attack inflicts Poison damage. On a failed save, the target is Poisoned until the end of your next turn. A creature slain by your Gaze Attack is Liquified (as Disintegrated, just a visual change).
Thrall-Eyes: Your Gaze Attack inflicts Psychic damage. On a failed save, the target is Charmed until the end of your next turn.
Racial Feats:
Withering Gaze
Effect: Your Gaze Attack is more potent. If you belong to the Stone-Eyes, Dust-Eyes, Venom-Eyes or Thrall-Eyes subrace, a victim that fails their save is instead affected by the secondary effect for 1 minute. If you belong to the Cinder-Eyes or Frost-Eyes subrace, a victim that fails their save suffers Fire or Cold damage (as appropriate) equal to your Charisma modifier each round for a number of rounds equal to your Charisma modifier.
Sweeping Gaze
Effect: Your Gaze Attack now affects a 15ft Cone instead of targeting a single creature within 30 feet.
Multiple Arms
Effect: You have two pairs of fully functioning arms. You can use your secondary arms in a logical fashion - for example, holding or activating an item whilst your primary arms are holding weaponry or a shield. You can wield weapons in your secondary arms, but these must have the Light weapon quality, unless you have the Dual Wielder feat. Wielding weapons in all of your arms does not grant you extra attacks. Likewise, fighting with three or four weapons follows the same rules as Two-Weapon Fighting (PHB pg 195); you don't gain more than one bonus action attack, you simply can choose which of your secondary weapons to attack with as that bonus action.
Serpent's Coils
Effect: You gain the Serpent Body and Constrict racial traits.
Serpent Body: Instead of legs, you possess an undulating tail, like the body of a giant snake.Your unusual anatomy prevents you from using footwear-based magical items unless they have been specifically designed to fit your monopedal anatomy, or can magically reshape themselves to fit. Additionally, you must have armor custom-fitted; properly-fitted armor increases its cost by +50% (rounding up), whilst improperly fitted armor has its AC reduced by -2 points, minimum of AC 0, to represent the glaring vulnerable spots it presents. You cannot use magic armor unless it can be made to magically reshape itself for your anatomy.
Constrict: Your serpent body is a natural weapon, which you can use to make constrict attacks as an unarmed strike. If you hit with your constrict attack, you deal bludgeoning damage equal to 1d6 + your Strength modifier, and the target is grappled (escape DC 8 + your proficiency bonus + your Strength modifier). Until this grapple ends, the target is restrained, and you can’t constrict another target.
Mane of Serpents
Effect: Your hair transforms from serpent's tails into hissing snakes armed with poisonous fangs. As a bonus action, you can make an Unarmed strike against a single creature within reach; on a hit, the victim takes 1d3 Piercing damage and then 1d6 Poison damage.
Gorgon's Wings
Effect: You gain a Fly speed of 15 feet.
Again cutting a long story short, my setting's gorgons are descendants of the elven race, but corrupted by a bad reaction to infusing themselves with draconic magic. Because of this, they are a highly mutable race; this is reflected in both their wide array of gaze attacks (subrace mechanic) and in the diverse array of physical and mystical traits they can bear, which is represented by racial feats.
Yes, I really like how 5e has begun trying to use racial feats to add some more "oomph" to its races, because hells know they need it.
Anyway! I'm really trying to better get a grasp of balancing the mechanics and exploring the possibilities, so, once again, I'm here hoping folks are interested in talking.
I want to reiterate that this is all first-draft stuff. I know that I want to give them a varied array of possible gazes, and I know I want to use feats to provide options for all three of Strengthening Gazes, Enhancing Gaze Themes, and Physical Mutations. This is just my slap-knuckle shot at doing that, and I'm fully prepared to rewrite this from the ground up.
Gorgon:
Ability Score Modifiers: +2 Charisma, +1 Constitution
Size: Medium
Speed: 30 feet
Vision: Darkvision 60 feet
Venom-Kissed: You have Resistance to Poison damage and Advantage on saving throws against Poison and Disease.
Writhing Mane: Your head bears a tangle of serpentine tendrils, which you can use to manipulate objects as if you had cast the Mage Hand cantrip. Additionally, you have Advantage on Grapple checks.
Gaze Attack: As a bonus action, you can unleash a gaze attack on a single creature within 30 feet that you can see and which can see your eyes. The targeted creature must make a Constitution saving throw, with a DC of 8 + your Charisma modifier + your Proficiency bonus. On a failed save, the target takes 2d6 damage and suffers an after-effect. On a successful save, the victim only takes half-damage. The damage inflicted by a failed save increases by +1d6 at levels 6 (3d6), 11 (4d6) and 16 (5d6). Once you have used your Gaze Attack, you must complete a short rest before you can use it again.
Spectrum of Vision: You belong to a specific caste of gorgons, which determines the power of your gaze attack. Choose either the Stone-Eyes, Dust-Eyes, Cinder-Eyes, Frost-Eyes, Venom-Eyes or Thrall-Eyes subrace.
Stone-Eyes:Your Gaze Attack inflicts Force damage. On a failed save, the target is Paralyzed until the end of your next turn. A creature slain by your Gaze Attack is Petrified.
Dust-Eyes: Your Gaze Attack inflicts Necrotic damage. On a failed save, the target is Stunned until the end of your next turn. A creature slain by your Gaze Attack is Disintegrated.
Cinder-Eyes: Your Gaze Attack inflicts Fire damage. On a failed save, the target takes bonus Fire damage equal to your Charisma modifier. A creature slain by your Gaze Attack is Disintegrated.
Frost-Eyes: Your Gaze Attack inflicts Cold damage. On a failed save, the target takes bonus Cold damage equal to your Charisma modifier. A creature slain by your Gaze Attack is Frozen Solid (treat as Petrified, but the target is Vulnerable to all damage instead of Resistant).
Venom-Eyes: Your Gaze Attack inflicts Poison damage. On a failed save, the target is Poisoned until the end of your next turn. A creature slain by your Gaze Attack is Liquified (as Disintegrated, just a visual change).
Thrall-Eyes: Your Gaze Attack inflicts Psychic damage. On a failed save, the target is Charmed until the end of your next turn.
Racial Feats:
Withering Gaze
Effect: Your Gaze Attack is more potent. If you belong to the Stone-Eyes, Dust-Eyes, Venom-Eyes or Thrall-Eyes subrace, a victim that fails their save is instead affected by the secondary effect for 1 minute. If you belong to the Cinder-Eyes or Frost-Eyes subrace, a victim that fails their save suffers Fire or Cold damage (as appropriate) equal to your Charisma modifier each round for a number of rounds equal to your Charisma modifier.
Sweeping Gaze
Effect: Your Gaze Attack now affects a 15ft Cone instead of targeting a single creature within 30 feet.
Multiple Arms
Effect: You have two pairs of fully functioning arms. You can use your secondary arms in a logical fashion - for example, holding or activating an item whilst your primary arms are holding weaponry or a shield. You can wield weapons in your secondary arms, but these must have the Light weapon quality, unless you have the Dual Wielder feat. Wielding weapons in all of your arms does not grant you extra attacks. Likewise, fighting with three or four weapons follows the same rules as Two-Weapon Fighting (PHB pg 195); you don't gain more than one bonus action attack, you simply can choose which of your secondary weapons to attack with as that bonus action.
Serpent's Coils
Effect: You gain the Serpent Body and Constrict racial traits.
Serpent Body: Instead of legs, you possess an undulating tail, like the body of a giant snake.Your unusual anatomy prevents you from using footwear-based magical items unless they have been specifically designed to fit your monopedal anatomy, or can magically reshape themselves to fit. Additionally, you must have armor custom-fitted; properly-fitted armor increases its cost by +50% (rounding up), whilst improperly fitted armor has its AC reduced by -2 points, minimum of AC 0, to represent the glaring vulnerable spots it presents. You cannot use magic armor unless it can be made to magically reshape itself for your anatomy.
Constrict: Your serpent body is a natural weapon, which you can use to make constrict attacks as an unarmed strike. If you hit with your constrict attack, you deal bludgeoning damage equal to 1d6 + your Strength modifier, and the target is grappled (escape DC 8 + your proficiency bonus + your Strength modifier). Until this grapple ends, the target is restrained, and you can’t constrict another target.
Mane of Serpents
Effect: Your hair transforms from serpent's tails into hissing snakes armed with poisonous fangs. As a bonus action, you can make an Unarmed strike against a single creature within reach; on a hit, the victim takes 1d3 Piercing damage and then 1d6 Poison damage.
Gorgon's Wings
Effect: You gain a Fly speed of 15 feet.