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Thread: Spirit Folk

  1. - Top - End - #1
    Barbarian in the Playground
     
    Flumph

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    Default Spirit Folk

    Spirit Folk base stats -

    Ability Score Increase Your Wisdom increases by 2 and your dexterity increases by 1
    Size Spirit Folk weigh in the region of 120 pounds and stand around 5-6 feet tall. Your size is medium
    Speed You have a base speed of 30 feet
    Darkvision You have Darkvision out to 120ft


    Mountain Spirit Folk -

    Climb You have a base climb speed of 30 feet
    Avian Understanding You can cast Speak With Animals to communicate with any birds once per long rest. Wisdom is your attribute for casting.
    Sure Footed You are proficient in Athletics and Acrobatics.
    Language You can speak Common and Sylvan


    River Spirit Folk

    Swim You have a base swimming speed of 30 feet, and have advantage on one check to avoid underwater hazards once per short rest. Any equipment and items that you have on your person do not get wet.
    Water Breathing You are able to breathe water as easily as you can breathe air
    Aquatic Understanding You can cast Speak With Animals to communicate with any fish once per long rest
    Fluvial Resistance - You have advantage on saving throws against spells with the word water in the name of the effect.
    Languages You can speak Aquan and Common.

    Sea Spirit Folk

    Swim You have a base swimming speed of 30 feet, and have advantage on one check to avoid underwater hazards once per short rest. Any equipment and items that you have on your person do not get wet.
    Water Breathing You are able to breathe water as easily as you can breathe air
    Tempest Insight You are in tune with the changing winds and the tides. You are proficient in Nature, and you can make a Nature check (DC15) to predict the weather for the next 24 hours.
    Fluvial Resistance - You have advantage on saving throws against spells and spell like effects with the word water in the name of the effect.
    Languages You can speak Aquan and Common.

    Bamboo Spirit Folk

    Animal Understanding You can cast Speak With Animals to communicate with any birds once per long rest.
    Trackless Step You leave no trail for others to follow in the wild, and as a consequence, you cannot be tracked in the wild.
    Child of the forest You are proficient in Nature.
    Earthen Resistance You have advantage on saving throws against spells and spell like effects with the words earth, rock, stone or wood in the name of the effect.
    Languages - You can speak Common and Sylvan
    Last edited by M Placeholder; 2016-01-21 at 08:19 PM.
    Gnome Wizard by DarkCorax

  2. - Top - End - #2
    Bugbear in the Playground
     
    MindFlayer

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    Default Re: Spirit Folk

    Low light vision no longer exists in 5e. Make it darkvision. Otgerwise, seems fine

  3. - Top - End - #3
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    Ninja_Prawn's Avatar

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    Default Re: Spirit Folk

    Assuming you value the climb speed at +1 (which seems like an overestimate to me), yeah, it's 6 Musicus points.

    Should be fine. May turn out to be underpowered if your campaign doesn't spend much time in mountain eyries.
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  4. - Top - End - #4
    Barbarian in the Playground
     
    Flumph

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    Default Re: Spirit Folk

    Thanks, I've changed the 60ft low light vision to Darkvision.
    Gnome Wizard by DarkCorax

  5. - Top - End - #5
    Barbarian in the Playground
     
    Flumph

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    Default Re: Spirit Folk

    Quote Originally Posted by Ninja_Prawn View Post
    Assuming you value the climb speed at +1 (which seems like an overestimate to me), yeah, it's 6 Musicus points.

    Should be fine. May turn out to be underpowered if your campaign doesn't spend much time in mountain eyries.
    Thanks. Its the Unapproachable East and there are a lot of mountains, so it should be fine.

    Any thoughts on the others? I should have them in a nice document by the end of the week.
    Gnome Wizard by DarkCorax

  6. - Top - End - #6
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    Ninja_Prawn's Avatar

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    Default Re: Spirit Folk

    Well, Fluvial Resistance is a bit weird... The list of spells to which it applies is:

    Control Water
    Create Food and Water
    Create or Destroy Water
    Shape Water
    Wall of Water

    Water Breathing
    Water Walk
    Watery Sphere


    Most of those are utility spells that don't really target creatures with hostile effects (bold indicates exceptions), meaning it's an extremely narrow ability. I would revise it to something broader but weaker.

    The bamboo folk also look a bit powerful. Compared to the mountain version, they lose the climb speed and gain Earthen Resistance, Mask of the Wild and half of Pass Without Trace as an always-on trait. The abilities are just as solid, more numerous and have strong synergy. Maybe cut the Earthen Resistance? That would probably make things line up better.

    For reference, Earthen Resistance spells:

    Bones of the Earth
    Conjure Woodland Beings
    Earth Tremor
    Earthbind
    Earthquake
    Erupting Earth
    Flesh to Stone
    Investiture of Stone
    Magic Stone
    Maximillian's Earthen Grasp

    Meld into Stone
    Mold Earth
    Move Earth
    Stone Shape
    Stoneskin
    Transmute Rock
    Wall of Stone


    That's pretty significant. Having resistance to all of these spells gives you a big leg-up against druids.
    Last edited by Ninja_Prawn; 2015-12-18 at 11:09 AM.
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    Quote Originally Posted by Professor Gnoll View Post
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    Quote Originally Posted by Sir cryosin View Post
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    Quote Originally Posted by ThinkMinty View Post
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  7. - Top - End - #7
    Barbarian in the Playground
     
    Flumph

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    Default Re: Spirit Folk

    Looked at the entries on the Spirit Folk in the Monstrous Compendium Kara-Tur Appendix, and they had 120ft infravision, so put the darkvision up to 120 feet. The River and the Sea Spirit Folk had a feature where nothing they possessed got wet when they swam, so added that feature to those subraces.

    As for the Bamboo, removed the mask of the wild type feature from them.
    Gnome Wizard by DarkCorax

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